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Question by iHaveReturnd · Mar 29, 2016 at 06:37 PM · c#networkingmultiplayermultiplayer-networking

Problems with Scene Change networking Unet

I'm working on setting up a multiplayer project and right now have many of the pieces seemingly working for the setup.

We are using the unity match system for hosting and joining sessions. Right now we have it to where the host will host a match, this is successful. Then the client can join the host's match via button interface.

 new public void OnMatchJoined(JoinMatchResponse matchJoin){
         if(matchJoin.success){
             Debug.Log("Join match: success.");
             Utility.SetAccessTokenForNetwork(matchJoin.networkId,new NetworkAccessToken(matchJoin.accessTokenString));
             myClient = new NetworkClient();
             myClient.RegisterHandler(MsgType.Connect,OnConnected);
             myClient.RegisterHandler(MsgType.Error,OnError);
             myClient.Connect(new MatchInfo(matchJoin));
         }
         else{
             Debug.Log("Join match: failure.");
         }
     }

The Join Match success debug runs, but we're not getting a callback to OnConnected, until the Host player/server clicks the button to call ServerChangeScene. That runs on the host, but the client gets left behind and sometimes receives the error: "Unknown message ID 39 connId:1 UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()"

So I'm leaning towards something in the setup is wrong, prior to the scene change but I am new to Unet so not fully sure where I'm going wrong.

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