Hello everyone, I am posting about an issue I am having with my multiplayer game using Photon Networking. My game has three main scenes: StartScene - which is used to create games and join existing ones. Lobby - after creating/joining a game, all players are loaded into this scene, where they have to claim that they're ready. Once all players are ready, the host (master-client) can start the game. This scene has a GO called LobbyManager, which calls PhotonNetwork.Instantiate inside the Start() method to instantiate LobbyPlayer. Game - The scene in which the actual game takes place. When the player is initially connected to the servers, I set PhotonNetwork.AutomaticallySyncScene to true. Everything is working as expected, until the game is over (in the Game scene). Once the game is over, I set PhotonNetwork.AutomaticallySyncScene to false, and allow each individual player to return to the lobby (in order to start a new game). For some reason, when the player returns to the lobby after the game is finished, it doesn't instantiate other players that have returned to the lobby before (which it does when the player joins the room for the first time). I don't know if it may cause the issue, but I also destroy all PhotonViews attached to the players in the Game scene once the game is finished, because I don't want the GOs to disappear from the Game scene when they return to the lobby, so I can show a replay of the game. I also set PhotonNetwork.CurrentRoom.IsOpen to false when the host starts the game. Any attempt to help will be greatly appreciated, thanks a lot in advance and have a wonderful day!