I created a networtk app with some clients connected to a pure server (not host) using Unity networking high level API (HLAPI).
Here is what I intend to achieve:
My server has the scenes ServerOffline (simply displays OFFLINE with canvas + text) and ServerOnline (display infos about connected clients also with canvas + texts) configured into a NetworkManager offlineScene and onlineScene properties. That NetworkManager is obviously started as server for build 1.
Now, any client has also two scenes but not the same ones as the server. ClientOffline displays DISCONNECTED with canvas + text and ClientOnline shows the app itself (cube shooting spheres). The same NetworkManager is used but offlineScene and onlineScenes properties are set with client scenes (not server scenes) before starting it as client for Build 2.
Here is what I get:
When the client connects to the server, the server forces ITS scenes to the clients. The scenes I expected on clients are not loaded.
QUESTION:
How can I operate my server + clients using different scenes on both ends using Unity networking HLAPI? Is the NetworkManager approach just wrong? It would be sad to not use it since NetworkManager does so much good stuff already.
Thank you very much!