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| private void WatchForSingleton() |
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What happens here if someone changes scenes and creates a new NetworkManager rather than reusing the previous one (like, say, if they're switching from a lobby to an instanced game so they're changing to a new session)? Or if multiple NetworkManagers exist at once as in our tests?
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I also listen to the NetworkManager.OnDestroy. If the singleton manager is destroyed, it will set the internal manager to null and then re-subscribe to the NetworkManager.OnSingletonReady to wait for a new one to come in.
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Looks good!
👍
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