#join
5 items (1 guide · 4 fixes)
A joining client's static join state (invite code, mode, attempt ID) gets wiped by the networked scene handoff: the bootstrap's OnEnabled resets statics before the join handshake uses them.
A published-build client join reloads the game assembly, wiping all statics. The reconstruct-not-reset fix from the scene-handoff case has nothing to reconstruct from unless join intent is persisted to disk.
On the host, spawning a joiner's character clobbers the host's own camera-target singleton because IsProxy is false at Components.Create time: re-resolve the claim at the first OnFixedUpdate.
The joiner's engine-side connect budget after entering a Steam lobby is a fixed ~3 seconds that game code cannot extend: any host-side delay exhausts it fast, so join recovery must be a fresh retry, never a longer wait.