Hello, I'm seeing a weird behavior with Scene Manager (FN 3). I have a dedicated server which only loads a global scene as soon as the server state changes to started.
For example:
networkManager.SceneManager.LoadGlobalScenes(new SceneLoadData(new[] { new SceneLookupData("remote:Areas/Area01") }));
Inside the editor (when running as host) it works as expected, probably because it won't load it again I suppose. But as soon as I make build and start server and client separately, the client will receive the actual "remote:Areas/Area01" in _globalScenes, but it will also request a load (which will trigger BeginLoadAsync) using the sceneName "Area01".
Seems like it makes a lot of assumptions on scene names, uniqueness, and the format of the load data.
Is this by design? Working as intended?
I'm almost sure that this worked fine before, but now I'm not sure, because it took a while for me to start testing with actual builds.
Thanks!