Hello, I have a problem with Netcode for gameobjects. When a client first joins a Server everything works fine, but if he leaves and tries to reconnect "NetworkManager.Singleton.ConnectedClientsIds.Count" will say there a 2 clients but the client wont be taken to the new scene as he normaly would, instead he stays in the main scene. I also get an error stating: "MissingReferenceException: The object of type 'NetworkObject' has been destroyed but you are still trying to access it." but all the code executet befor is also in netcode so I dont think it is my code. I have attached a file with that error and everything that follows after that. When I restart the host the client can join again. This really confuses me as there isnt even a player prefab or anything i spawn. All Objects are spawned and owned by the host. I also attached a file with my NetworkManager settings. When I get thrown to the main menu there would be 2 NetworkManager so I attached this script: static NetworkManagerSingleton instance; public void Awake() { if(instance == null) instance = this; else { Destroy(gameObject); return; } DontDestroyOnLoad(gameObject); } I use "NetworkManager.Singleton.Shutdown();" to close the previous connection. This is really messing things up, if you have any idea it would be great. I am probably just blind to something obvious.
Just to clarify I believe this is a bug as all the errors point to netcode not my scripts, but my debug knowledge is also quite limited.