Hi, I'm creating a small multiplayer game with a host-client architecture, using Lobby, Relay and Netcode I'm following the scene architecture of Boss Room, with an initial scene that creates the NetworManager object and a then a "Main Menu" scene where the lobby is created/joined, and a 3rd scene for the game itself. When the game ends or you disconnect, you return to the "Main Menu" scene, so I'm reusing the same NetworkManager for every consecutive game. I think I might have misunderstood something and reusing the NetworkManager could be the problem, but anyway... My problem comes when I start a 2nd game without closing the program. When finishing the 1st game I'm shutting down with NetworkManager.Singleton.Shutdown() and creating a new Lobby, etc. and everything goes well, even when a client disconnects abruptly. But if I register to the OnClientDisconnectCallback to make the AI take control of that player, I'm getting a weird exception that loops forever: KeyNotFoundException: The given key '2' was not present in the dictionary. System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <8f06425e63004caf99a79845675f751e>:0) Unity.Netcode.NetworkManager.ClientIdToTransportId (System.UInt64 clientId) (at ./Library/PackageCacheemail@example.com/Runtime/Core/NetworkManager.cs:1745) Unity.Netcode.Transports.UTP.UnityTransport.ExtractNetworkMetrics () (at ./Library/PackageCachefirstname.lastname@example.org/Runtime/Transports/UTP/UnityTransport.cs:889) Unity.Netcode.Transports.UTP.UnityTransport.Update () (at ./Library/PackageCacheemail@example.com/Runtime/Transports/UTP/UnityTransport.cs:866) In the first game the ClientId for the client was 1 and in the second is 2, so I guess the problem lies around that. But the exception comes from the internal code of NetworkManager and UnityTransport, and if I dont register to the OnClientDisconnect event, it doesn't explode. Can someone point me to my error, or confirm if this is a possible bug to fill a bug report? Thank you very much!