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Does network start location apply when you change scenes
I have been working diligently to master my basic unity skills ;) Now, here is my rather simple question.
Using networkLobbyManger to start my game. The second scene opens, players spawn correctly and can run around the level and do stuff. There is a scene transition that occurs related to a trigger on a spinning object - the scene triggers correctly (and the player object is retained). This code is attached to my player controller script.
if (other.gameObject.CompareTag("TeleportOut"))
{
Debug.Log("Changing Scenes now to outdoors.");
DontDestroyOnLoad(this);
NetworkManager.singleton.ServerChangeScene("osOutDoor");
}
}
Now, in the new scene, the camera is off the terrain location and so the player falls through but appears to be able to look up down and all around meaning my character has been preserved from the old scene. I'm sure I'm missing something easy here - the new scene is nothing more than a terrain with 4 spawn points specified with network start locations.
Hit enter a bit too soon there. My question is, if I have the lobby manager set to manager the initial spawn points, does that get applied when any scene transition occurs? or do I have to manage that myself? or is there a different networking method to assure they land on those locations I have pre-determined?
My latest functional build (some caveats, networking not 100% and "T" intersection objectgs have a geometry issue on the blocked passage side) . It's a stupid game but it does work and from what I've read on tutorials about my first game, I should be satisfied with my accomplishment.
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