Hello there, i have some Problem with my NetworkManager Script, I think. If I create a Local Server with (the class extends NetworkManager): Code (CSharp): public void StartLocalHost() { Tools.UI.MenuHide(); Tools.gameName = "Local"; NetworkManager.singleton.onlineScene = "LocalTest"; NetworkManager.singleton.networkAddress = "localhost"; Tools.gameController.persistence.BasePath(NetworkManager.singleton.onlineScene); NetworkManager.singleton.StartHost (); } the Local Server starts. but If i want to join the local Server Code (CSharp): public void JoinHost() { NetworkManager.singleton.networkAddress = menuController.ui.joinHost.hostName.text; StartClient(); } I join the Local Server, but the scene is not Changing to the servers Scene. So I only get a timeout message (on the server) if I close the Client Instance of the Game. Has somebody some experience with that problem? With the unity MatchMaker (internet) all works fine, but no local.
I solved the Problem: In my Test setup, i stared the test Scene directly but in the build i uses the menu scene to join the server. This was not a good idea, because of the different scene indexes?