Properly handling the game flow

Greets,

I decided to ask here as well just to get a clear picture.
I am making a prototype with 1 “persistent” world & multiple minigames that are each hosted in their own rooms.
Users enter the rooms from the world by standing together and then all of them are sent a command to join a separate room.
each room is their own scene.
Currently I have 1 main bridge in mainMenu that i use to connect to the world & then world has a regular bridge (i load the world scene by hooking up to the bridges OnConnected event).
And for rooms I do the same. I disconnect from the world & connect to the room - through the main? bridge.

I am 100% this is wrong as I keep running into problems with the persistent coherence syncs in the world disabling themselves & some syncs in the rooms not working properly. What should be the correct flow for this use case?

PS: I have been reading here:

but i dont understand 100% if i sohuld keep changing the InstantiationScene or setting the bridge on each sync using CoherenceSync.BridgeResolve.

Are you attempting to “leave entities” behind in the world? You’ll have to relinquish authority of the entities using AbandonAuthority() otherwise they will be brought along. A client interacting with those entities will need to adopt these orphaned persistent entities.

Can you expand a little more how entities in the rooms are not functioning properly?

Hey, sorry for late reply.
To describe the full flow:
MainMenu scene holds the bridge, the bridge is tagged as mainBridge.
when i connection is established (to the world) I connect the world scene.
CoherenceBridge.onConnected.AddListener(LoadScene);
Even here, it can already happen that some coherenceSyncs (similar to the trees / items in the demo) dont work as they are missing the bridge:

To continue to rooms - in the world the user can find points that send him to a room (I disconnect from the bridge for the world, and connect again to the room - not sure if this step is necessary).
in the rooms same issue happens, if the first client drops, the persistent entities that are in the room get disabled with the message that the bridge is missing.

PS: I always have a 2nd scene active that serves as managers layer. I know coherence doesnt work with multiple scenes, but since that scene is never networked / has nothing networkable it shouldnt affect anything on paper.

Thanks

PS: on rooms I call abandon authority on clients that are disconnecting, and doing this, transfers it nicely.
Expected would be for the syncs to automatically transfer authority thought right?

Do you have CoherenceBridges in those scenes you are transitioning to? There should be explicitl CoherenceBridges in those scenes and the should not be marked as “main”. These tell teh main bridge (the original one you are connecting with) which scene to switch to in terms of networked entities

Yep. Forgot to add. Each scene has a coherence bridge NOT marked as main.
other bridges: