An issue with SetActiveScene and Runner.shutdown

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Odd behavior... I have only 3 scenes in my loop: Menu, GetReady, Gameplay.

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1. Menu scene

- user inputs a session name

- executes runner.StartGame to go to the GetReady scene

2. GetReady scene

- player prefabs are spawned.

- sets DontDestroyOnLoad for all players

- then executes runner.SetActiveScene to go to the Gameplay scene.

3. Gameplay scene

- contains a button to shutdown and destroy the runner, and return to the Menu scene.

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No problems on the first loop, until I click the button to shutdown and destroy the runner, and redo the loop.

When I reach the Gameplay scene the second time, I get the error:

[Fusion] [NetworkSceneManager] Network runner: Failed to switch scenes: System.InvalidOperationException: Failed to load scene [Scene:1]: async op failed at Fusion.NetworkSceneManagerDefault+<SwitchSceneSinglePeer>d__5.MoveNext () [0x0014c] in /.../NetworkSceneManagerDefault.

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Also, I only got this error after creating the GetReady scene, between the Menu and Gameplay scenes. Without the GetReady scene, the Menu scene executed runner.StartGame directly to the Gameplay scene and I could loop thru multiple times.

I cant figure out why switching scenes is failing after the first loop?

Thank you in advance for any help.

Comments

  • Hi gklyu,

    That's definitely odd, I don't see anything wrong.

    The gameplay scene is the scene that has index 1? Can you share the full log? Also, if possible, describe better each step with code snippets can help us debugging.

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    Isaac Augusto

    Photon Fusion Team