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How to use NetworkMatch properly?

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Players can create and join matches just fine the first time they try after starting the game.
I access the NetworkMatch as follows (blanked out the AppID):
Code (CSharp):
  1.         networkMatch = GetComponent<NetworkMatch>();
  2.         AppID appid = (AppID)******;
  3.         networkMatch.SetProgramAppID(appid);
Then I can use that NetworkMatch to Create, List and Join matches.
If I call Destroy (say I host a match but then want to join one instead) then I no longer have a reference to the...

How to use NetworkMatch properly?

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