Howdy again!
I recently tried to tie together a scene where our players pick their equipment and a scene where they actually do the playing. Once they've picked their equipment, they hit a confirm button and the server runs NetworkManager.ServerChangeScene. This is using the default implementation of the NetworkManager component, and a player object which is NOT set to DontDestroyOnLoad.
When each player changes scene in response to that NetworkManager call, roughly 50% will fail to spawn...
NetworkMananager.ServerChangeScene fails to spawn client's player prefab ~50% of the time
I recently tried to tie together a scene where our players pick their equipment and a scene where they actually do the playing. Once they've picked their equipment, they hit a confirm button and the server runs NetworkManager.ServerChangeScene. This is using the default implementation of the NetworkManager component, and a player object which is NOT set to DontDestroyOnLoad.
When each player changes scene in response to that NetworkManager call, roughly 50% will fail to spawn...
NetworkMananager.ServerChangeScene fails to spawn client's player prefab ~50% of the time