Quick answer: Enable NetworkManager's scene management and load scenes through NetworkSceneManager.LoadScene so the server synchronizes the active scene and spawned objects to every joining client.
A client that joins partway through and lands in a blank or wrong scene with none of the networked objects is loading scenes outside Netcode's control. Use the network scene manager. Here is how.
How to fix it
1. Enable scene management
Turn on Enable Scene Management on the NetworkManager. With it off, NGO does not synchronize scenes and a late joiner is on its own to guess which scene to load.
2. Load via NetworkSceneManager
Load gameplay scenes on the server with NetworkManager.SceneManager.LoadScene(name, LoadSceneMode.Single). This replicates the load to all clients, including ones that join later, so everyone shares the same scene.
3. Let synchronization spawn objects
When a client joins, NGO synchronizes the active scene and re-spawns the server's NetworkObjects on it. Do not manually load the scene on the client; that races the sync and leaves it in the wrong state.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.