Describe the bug
Using the 'return to menu' button in the BossRoom scene causes a NullReferenceException to be thrown by NetworkAnimator.OnClientConnectedCallback upon attempting to host a new game. NetworkManager.StartHost() itself works, but as this exception prevents the game from going to CharSelect, the player, with no way of stopping the NetworkManager, is stuck and is forced to quit the game.
To Reproduce
- Enter play mode
- Host via IP, click on 'host'
- Pick a character on CharSelect, wait for the main Boss Room scene to load
- Use the 'go to main menu' button within the Boss Room scene
- Attempt to host a new game via IP, click the 'host' button again.
- Error (
NullReferenceException within Unity.Netcode.Components.NetworkAnimator.OnClientConnectedCallback).
- The
NetworkManager.StartHost() call succeeds, but the exception prevents CharSelect from being loaded.
- PopupManager does not show a 'hosting failed' error dialog in the game itself when this happens. Clicking the 'host' button again will cause the 'hosting failed' error dialog to appear (
Cannot start Host while an instance is already running message appears in console).
Expected behavior
The game should proceed to the 'CharSelect' scene, allowing the user to continue hosting the game as expected.
Screenshots

The above screenshot shows what happens after clicking on 'Host' after first clicking 'return to menu' as a host in the BossRoom scene. As you can see, the NetworkManager has been able to start hosting, but due to a null reference exception in NetworkAnimator, the game itself hasn't been able to proceed to the Charselect scene from the MainMenu.
Environment (please complete the following information):
- OS: Windows 8.1
- Unity Version: 2021.3.3f1
- BossRoom Version: v1.3.0-pre
Additional context
- This problem only happens if you press 'return to menu' from the
BossRoom scene. The 'return to main menu' buttons in CharSelect and PostGame do not have this problem.
- Haven't tested if the problem affects relay connections, but chances are it will affect those as well.
- Haven't tested if it affects clients yet (whether voluntarily disconnecting or involuntarily disconnecting).
Stack trace
NullReferenceException: Object reference not set to an instance of an object
Unity.Netcode.Components.NetworkAnimator.OnClientConnectedCallback (System.UInt64 playerId) (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0-pre.10/Components/NetworkAnimator.cs:446)
Unity.Netcode.NetworkManager.InvokeOnClientConnectedCallback (System.UInt64 clientId) (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0-pre.10/Runtime/Core/NetworkManager.cs:352)
Unity.Netcode.NetworkManager.HandleConnectionApproval (System.UInt64 ownerClientId, Unity.Netcode.NetworkManager+ConnectionApprovalResponse response) (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0-pre.10/Runtime/Core/NetworkManager.cs:2028)
Unity.Netcode.NetworkManager.StartHost () (at Library/PackageCache/com.unity.netcode.gameobjects@1.0.0-pre.10/Runtime/Core/NetworkManager.cs:1080)
Unity.Multiplayer.Samples.BossRoom.GameNetPortal.StartHost () (at Assets/Scripts/Gameplay/ConnectionManagement/GameNetPortal.cs:217)
Unity.Multiplayer.Samples.BossRoom.GameNetPortal.StartHost (System.String ipaddress, System.Int32 port) (at Assets/Scripts/Gameplay/ConnectionManagement/GameNetPortal.cs:185)
Unity.Multiplayer.Samples.BossRoom.Visual.IPUIMediator.HostIPRequest (System.String ip, System.String port) (at Assets/Scripts/Gameplay/UI/IPUIMediator.cs:83)
Unity.Multiplayer.Samples.BossRoom.Visual.IPHostingUI.OnCreateClick () (at Assets/Scripts/Gameplay/UI/IPHostingUI.cs:43)
UnityEngine.Events.InvokableCall.Invoke () (at <f1212ad1dec44ce7b7147976b91869c3>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <f1212ad1dec44ce7b7147976b91869c3>:0)
UnityEngine.UI.Button.Press () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:70)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/Button.cs:114)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:57)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/ExecuteEvents.cs:272)
UnityEngine.EventSystems.EventSystem:Update() (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:501)
Describe the bug
Using the 'return to menu' button in the
BossRoomscene causes aNullReferenceExceptionto be thrown byNetworkAnimator.OnClientConnectedCallbackupon attempting to host a new game.NetworkManager.StartHost()itself works, but as this exception prevents the game from going toCharSelect, the player, with no way of stopping theNetworkManager, is stuck and is forced to quit the game.To Reproduce
NullReferenceExceptionwithinUnity.Netcode.Components.NetworkAnimator.OnClientConnectedCallback).NetworkManager.StartHost()call succeeds, but the exception preventsCharSelectfrom being loaded.Cannot start Host while an instance is already runningmessage appears in console).Expected behavior
The game should proceed to the 'CharSelect' scene, allowing the user to continue hosting the game as expected.
Screenshots

The above screenshot shows what happens after clicking on 'Host' after first clicking 'return to menu' as a host in the
BossRoomscene. As you can see, theNetworkManagerhas been able to start hosting, but due to a null reference exception inNetworkAnimator, the game itself hasn't been able to proceed to theCharselectscene from theMainMenu.Environment (please complete the following information):
Additional context
BossRoomscene. The 'return to main menu' buttons inCharSelectandPostGamedo not have this problem.Stack trace