Using Unity SDK
leader creates and joins network via:
PlayFabMultiplayerManager.Get().CreateAndJoinNetwork();
other players join lobby and leader shares network ID, players join network via
PlayFabMultiplayerManager.Get().JoinNetwork(networkID);
We can send messages back and forth, everything's great!
game is played by loading a new scene, match concludes and we return to lobby scene at this point the network the players have joined has changed to a state of "NotInitialized" and the players can no longer communicate via the network. Network is there, just not initialized, which I confirm by querying network state via
PlayFabMultiplayerManager.Get().State
Why is the network dropping to NotInitialize? How do I "restart" the network?
I thought to use Suspend() / Resume() or ResetParty() methods per the documentation here:
... but those methods don't exist in the SDK!
Any help would be greatly appreciated. Blocker for a key features for our title.