Hey
I use CoherenceSceneManager.LoadScene to change scene in my game for every clients, and i would like a simulator object ( so networked for the simulator authority) to stay in simulator authority
issue : the networked object (in DontDestroyOnLoad) Disable itself and is apparently transfered to a client authority
more explanation :
the simulator is in the first scene and not the second
loading back to the first scene does’nt cause the issue
loading into second scene, disconnecting and reconnecting re-enable the simulator
the simulator is supposed to be like a gamemanager, an unique server sided entity that send and receive commands from players
in the loaded scene, these are dontdestroyOnLoad objects. As you see the simulator’s [main simulator](on the bottom, the network one ) is in the scene but disabled by coherence. reconnecting to the server enable it and gave it back to the simulator connection , why ?
I believe the issue is that if the player client is in a scene and the simulator is still in another scene, they will not be able to see or interact with each other. Their live queries are in different scenes.
I believe you want your simulator to change scenes with your players so it can continue to manage entities in the scene that your players are in.
as you can see, the index 1 exist for the scene so this bug is not supposed to happen
more info : the simulator does move when played with the local simulator build, this bug appears only when i use the play mode scenario