Connecting Client and Host grave issues in unity multiplayer game

Where do I even begin with this one. I’m currently making a multiplayer game on unity, using Netcode for Gameobjects. I’ve made sure to check the online functionality after each addition to ensure it still works, and it stopped working after implementing a camera that follows each player. The way you connect is through three buttons, Host, Server and Client, that I’ve set up through code and are temporary. After clicking a button, the Main Camera gets disabled and the player spawns in with a camera holder that has a camera as its child. This script is held the Network Manager. After implementing the camera feature, clicking the client button simply wouldn’t put you in the game, even if a host entered first. I’ve tried testing it using a ParrelSync clone and using a build, both together with the editor. Worst part was that I wasn’t getting any errors to guide me in the right direction. After stripping down the code and using the Network Manager buttons instead of my own buttons, the client did join but was immediately met with two errors:

[Netcode] NetworkBehaviour index 3 was out of bounds for Player(Clone). NetworkBehaviours must be the same, and in the same order, between server and client.
UnityEngine.Debug:LogError (object)
Unity.Netcode.NetworkLog:LogError (string) (at ./Library/PackageCache/[email protected]/Runtime/Logging/NetworkLog.cs:34)
Unity.Netcode.NetworkObject:GetNetworkBehaviourAtOrderIndex (uint16) (at ./Library/PackageCache/[email protected]/Runtime/Core/NetworkObject.cs:1199)
Unity.Netcode.NetworkVariableDeltaMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/[email protected]/Runtime/Messaging/Messages/NetworkVariableDeltaMessage.cs:134)
Unity.Netcode.NetworkMessageManager:ReceiveMessage<Unity.Netcode.NetworkVariableDeltaMessage> (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager) (at ./Library/PackageCache/[email protected]/Runtime/Messaging/NetworkMessageManager.cs:564)
Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/[email protected]/Runtime/Messaging/NetworkMessageManager.cs:432)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/[email protected]/Runtime/Messaging/NetworkMessageManager.cs:458)
Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/[email protected]/Runtime/Core/NetworkManager.cs:42)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/[email protected]/Runtime/Core/NetworkUpdateLoop.cs:185)
Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at ./Library/PackageCache/[email protected]/Runtime/Core/NetworkUpdateLoop.cs:208)

And:

[Netcode] Network variable delta message received for a non-existent behaviour. NetworkObjectId: 2, NetworkBehaviourIndex: 3
UnityEngine.Debug:LogWarning (object)
Unity.Netcode.NetworkLog:LogWarning (string) (at ./Library/PackageCache/[email protected]/Runtime/Logging/NetworkLog.cs:28)
Unity.Netcode.NetworkVariableDeltaMessage:Handle (Unity.Netcode.NetworkContext&) (at ./Library/PackageCache/[email protected]/Runtime/Messaging/Messages/NetworkVariableDeltaMessage.cs:140)
Unity.Netcode.NetworkMessageManager:ReceiveMessage<Unity.Netcode.NetworkVariableDeltaMessage> (Unity.Netcode.FastBufferReader,Unity.Netcode.NetworkContext&,Unity.Netcode.NetworkMessageManager) (at ./Library/PackageCache/[email protected]/Runtime/Messaging/NetworkMessageManager.cs:564)
Unity.Netcode.NetworkMessageManager:HandleMessage (Unity.Netcode.NetworkMessageHeader&,Unity.Netcode.FastBufferReader,ulong,single,int) (at ./Library/PackageCache/[email protected]/Runtime/Messaging/NetworkMessageManager.cs:432)
Unity.Netcode.NetworkMessageManager:ProcessIncomingMessageQueue () (at ./Library/PackageCache/[email protected]/Runtime/Messaging/NetworkMessageManager.cs:458)
Unity.Netcode.NetworkManager:NetworkUpdate (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/[email protected]/Runtime/Core/NetworkManager.cs:42)
Unity.Netcode.NetworkUpdateLoop:RunNetworkUpdateStage (Unity.Netcode.NetworkUpdateStage) (at ./Library/PackageCache/[email protected]/Runtime/Core/NetworkUpdateLoop.cs:185)
Unity.Netcode.NetworkUpdateLoop/NetworkEarlyUpdate/<>c:b__0_0 () (at ./Library/PackageCache/[email protected]/Runtime/Core/NetworkUpdateLoop.cs:208)

I should also mention that, while the client isn’t controllable because of these errors, it still sees what the host is doing, since the host works perfectly fine.
Main editor and clone trying to establish connection, editor is host, clone is client

Now that I have some leads, I need your help, because I don’t understand what these errors mean at all. Here’s the code, keep in mind that a lot of this is commented, in my attempt to strip the code to a simple enough state that I would get an error in the console or it would solve:
Network Buttons (disabled entirely, attached to Network Manager):

using System.Collections;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using Unity.Netcode.Transports.UTP;

public class NetworkButtons : MonoBehaviour
{
    public GameObject mainCam;

    void OnGUI()
    {
        GUILayout.BeginArea(new Rect(10, 10, 300, 300));
        if (!NetworkManager.Singleton.IsClient && !NetworkManager.Singleton.IsServer)
        {
            if (GUILayout.Button("Host")) {NetworkManager.Singleton.StartHost(); mainCam.SetActive(false);}
            if (GUILayout.Button("Server")) {NetworkManager.Singleton.StartServer(); mainCam.SetActive(false);}
            if (GUILayout.Button("Client")) {NetworkManager.Singleton.StartClient(); mainCam.SetActive(false);}
        }
        GUILayout.EndArea();
    }
}

Main player script (there’s also code to allow jumping, let me know if you need it) :

using System.Collections;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;

public class Player : NetworkBehaviour
{
    private Rigidbody playerRb;
    //public GameObject camHolderPrfb;
    //public GameObject camHolder;
    public float speed;
    public float jumpForce;
    public float gravityMod;
    private bool onGround = true;

    void Start()
    {
        //camHolder = Instantiate(camHolderPrfb, transform.position, Quaternion.identity);
        playerRb = GetComponent<Rigidbody>();
        Physics.gravity *= gravityMod;
    }

    void Update()
    {
        //Makes sure player can only control its character
        if (!IsOwner) {return;} 
        //Calculates player movement
        float forwInput = Input.GetAxis("Vertical");
        float horzInput = Input.GetAxis("Horizontal");
        Vector3 direction = /*camHolder.transform.forward*/Vector3.forward * forwInput + /*camHolder.transform.right*/Vector3.right * horzInput;
        //Applies movement to player
        if (direction.magnitude > 1) {direction.Normalize();}
        playerRb.AddForce(direction * speed);

Camera controller (disabled entirely, but also commented, because it depended on a variable in the main player script that I also commented, attached to player)

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using Unity.Netcode;

public class CamController : NetworkBehaviour
{

    /*public float rotationSpeed;
    public float lerpSpeed;
    public GameObject camHolder;
    private Camera playerCamComp;
    private GameObject playerCam;
    public Player PlayerScr;

    void Start() 
    {
        camHolder = PlayerScr.camHolder;
        playerCamComp = camHolder.GetComponentInChildren<Camera>();
        playerCam = playerCamComp.gameObject;
    }

    void FixedUpdate()
    {
        //Camera is rotatable with left and right keys
        float camInput = Input.GetAxis("MoveCam");
        camHolder.transform.Rotate(Vector3.up, camInput * Time.deltaTime * rotationSpeed);
        //Camera moves and looks at the player
        camHolder.transform.position = Vector3.Lerp(camHolder.transform.position, transform.position, lerpSpeed * Time.deltaTime);
        playerCam.transform.LookAt(this.transform);
    }*/
}

Player Network (not really used since players don’t have any other variables to sync except for position and rotation, for which I have network transform, but useful later):

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Netcode;
using Unity.Netcode.Transports.UTP;

[System.Serializable]
public struct PlayerNetworkState : INetworkSerializable
{
    public Vector3 Position;
    public Vector3 Rotation;

    public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
    {
        serializer.SerializeValue(ref Position);
        serializer.SerializeValue(ref Rotation);
    }
}


public class PlayerNetwork : NetworkBehaviour
{
    [SerializeField] private bool usingServerAuth;
    private NetworkVariable<PlayerNetworkState> playerState;
    private Rigidbody playerRb;

    private void Awake()
    {
        playerRb = GetComponent<Rigidbody>();
        var permission = usingServerAuth ? NetworkVariableWritePermission.Server : NetworkVariableWritePermission.Owner;
        playerState = new NetworkVariable<PlayerNetworkState>(new PlayerNetworkState {Position = Vector3.zero, Rotation = Vector3.zero}, NetworkVariableReadPermission.Everyone, permission);
    }

    public override void OnNetworkSpawn()
    {
        if (!IsOwner) {
            Destroy(transform.GetComponent<Player>());
            Destroy(transform.GetComponent<CamController>());
        }
    } 

    private void Update()
    {
        if (IsOwner) TransmitState();
        else ConsumeState();
    }

    #region Transmit State

    private void TransmitState()
    {
        var state = new PlayerNetworkState
        {
            Position = playerRb.position,
            Rotation = transform.rotation.eulerAngles
        };

        if (IsServer || !usingServerAuth)
        {
            playerState.Value = state;
        }
        else
        {
            TransmitStateServerRpc(state);
        }
    }

    [ServerRpc(RequireOwnership = false)]
    private void TransmitStateServerRpc(PlayerNetworkState state)
    {
        playerState.Value = state;
    }

    #endregion

    #region Consume State

    private void ConsumeState()
    {
        transform.position = playerState.Value.Position;
        transform.rotation = Quaternion.Euler(playerState.Value.Rotation);
    }

    #endregion
}

I have no experience and this is my first project, so it might not be as complicated as I’m making it seem, but I’ve been stuck for almost a week now. I’m forever grateful if you can solve this!

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