I'm using the NetCube NetCodeBootstrap however I've removed the check for the NetCube scene to pass the default world to the base ClientServerBootstrap Initialize. This is because i don't want to have to have everything start in the starting scene. So my Initialize Override looks like how the docs here https://docs.unity3d.com/Packagesfirstname.lastname@example.org/manual/client-server-worlds.html recommend setting up your Initialize as to not create the client and server worlds right away. Then, I try creating them from a script in the scene like this: Code (CSharp): ClientServerBootstrap.CreateServerWorld(defaultWorld, "Server World"); ClientServerBootstrap.CreateClientWorld(defaultWorld, "Client World"); After this, I'm using a method in the Game system that does this: Code (CSharp): EntityManager.CreateEntity(typeof(InitGameComponent)); To start the connection, as per the NetCube example. However nothing happens. Adding the InitGameComponent does work when the Initialize passes the default world through to the base Initialize from the NetCodeBootstrap in the scene I am starting with. It just doesn't work if I use the manual creation of client and server worlds as I wrote above. Am confused as to why!