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July 10, 2024

Issues with colocation while chaning scenes.

I have two scenes in my Unity game. The players connect p2p with netcode in the first scene and when the button is pressed the following code is executed to change scenes. After which the colocation building block from the meta sdk fires in the new scene, but instead of the spatial anchor prefab spawning where it normally does on the ground, it instead spawns at the location of the host's headset.

public void loadScene()
{
NetworkManager.Singleton.SceneManager.LoadScene("MRGameScene", LoadSceneMode.Single);
}