Hello i have an issue dealing with scene management and networkManager.
My game is as follow :
HomeScene(no network at all)LobbyScene(NetworkManagercomponent is created but scene is loaded using SceneManager of Unity)GameScene(usingNetworkManager.SceneManager.Load("GameScene", LoadSceneMode.Single)- this works fine so far)EndGameScene(usingSceneManagerof unity - this doesn't work)
From GameScene (3) to EndGameScene (4) i don't need the network because i need to allow players to exit the GameScene without migrating all remaining players to EndGameScene so i can't use the NetworkManager to load the GamScene
The
EndGameScenehas no network since it's a UI recap only.If the
Hostfinishes the game first, then the remaining players must be able to complete the game inGameScenebut the Host should see theEndGameScene.If a
Clientfinishes the game, then it must go inEndGameSceneand disappear from theGameScene
Currently with the documentation, i am unable to find a solution to do this simple use case.
- If i load the
EndGameScenefor a client, it's loaded on top of theGameSceneand messes up everything - If i load the
EndGameSceneon a host, it's loading fine theEndGameScenebut the clients are unable to finish the game inGameScene.