When I try to join lobby I get the following error:
Trying to receive TimeSyncMessage from client 0 which is not in a connected state.
UnityEngine.Debug:LogWarning (object)
Unity.Netcode.NetworkMessageManager:GetMessageVersion (System.Type,ulong,bool) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.1/Runtime/Messaging/NetworkMessageManager.cs:523)
Unity.Netcode.NetworkMessageManager:ReceiveMessage<Unity.Netcode.TimeSyncMessage> (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.1/Runtime/Messaging/NetworkMessageManager.cs:550)
Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.1/Runtime/Messaging/NetworkMessageManager.cs:432)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.1/Runtime/Messaging/NetworkMessageManager.cs:458)
Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.1/Runtime/Core/NetworkManager.cs:42)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.1/Runtime/Core/NetworkUpdateLoop.cs:185)
Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at ./Library/PackageCache/com.unity.netcode.gameobjects@1.5.1/Runtime/Core/NetworkUpdateLoop.cs:208)
However, client seems to be somehow in game because i get “2/20” on Lobby info, but stays just in the main menu…