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MultiplayerService.CreateOrJoinSessionAsync sometimes returns before SceneManager is readyΒ #3146

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@afarchy

Description

@afarchy

Description

I'm hitting an error here that I don't understand in joining a distributed authority session, where after the session joins, the SceneManager is null.

  • This doesn't always happen.
  • Never seen this in editor, only on device. We're using Meta Quest 2/3.
var options = new SessionOptions()
{
    Name = sessionName,
    MaxPlayers = 64,
}.WithDistributedAuthorityNetwork();

_currentSession = await MultiplayerService.Instance.CreateOrJoinSessionAsync(sessionName, options);

if (NetworkManager.Singleton.SceneManager == null)
{
    Debug.LogError("Why is this happening?");
}

Reproduce Steps

  1. See code above

Actual Outcome

NetworkManager.Singleton.SceneManager is null.

Expected Outcome

NetworkManager.Singleton.SceneManager is not null.

Environment

  • OS: Meta Quest 2/3 (Android)
  • Unity Version: 6000.0.23f1
  • Netcode Version: 2.1.1
  • Netcode Commit: [e.g. https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/commit/d218b2992ddb98f2eb1a06b9085724ca33352865]

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