Mirror calls this on the client when it connects to the Server. Use an override to tell the NetworkManager what to do when the client connects to a server.
Called when the local player object has been set up. This happens after OnStartClient(), as it is triggered by an ownership message from the server. This is an appropriate place to activate components or functionality that should only be active for the local player, such as cameras and input.
Called on clients when a Scene has completed loading, when the Scene load was initiated by the server.
Scene changes can cause player objects to be destroyed. The default implementation of OnClientSceneChanged in the NetworkManager is to add a player object for the connection if no player object exists.