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Description
Description
I'm hitting an error here that I don't understand in joining a distributed authority session, where after the session joins, the SceneManager is null.
- This doesn't always happen.
- Never seen this in editor, only on device. We're using Meta Quest 2/3.
var options = new SessionOptions()
{
Name = sessionName,
MaxPlayers = 64,
}.WithDistributedAuthorityNetwork();
_currentSession = await MultiplayerService.Instance.CreateOrJoinSessionAsync(sessionName, options);
if (NetworkManager.Singleton.SceneManager == null)
{
Debug.LogError("Why is this happening?");
}
Reproduce Steps
- See code above
Actual Outcome
NetworkManager.Singleton.SceneManager is null.
Expected Outcome
NetworkManager.Singleton.SceneManager is not null.
Environment
- OS: Meta Quest 2/3 (Android)
- Unity Version: 6000.0.23f1
- Netcode Version: 2.1.1
- Netcode Commit: [e.g. https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/commit/d218b2992ddb98f2eb1a06b9085724ca33352865]
StephenHodgson and MilkyChestnut
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stat:InvestigatingIssue is currently being investigatedIssue is currently being investigatedstat:awaiting-responseAwaiting response from author. This label should be added manually.Awaiting response from author. This label should be added manually.type:docsDocs feedback or issueDocs feedback or issuetype:supportQuestions or other supportQuestions or other support