title: How do you stop a client/host in Unity Netcode for Gameobjects?
body: <p>I managed to get some kind of multiplayer working with Unity Netcode which I understand is very new, but I'm running into a pretty big issue. I can't seem to be able to disconnect from the server instance. This causes an issue in which I load the game scene and the NetworkManager instance is spawned. Then I return to the main menu scene and load the game scene again, and now there are 2 NetworkManager instances which obviously causes errors.</p>
  <p>I read in the docs that you can use this:</p>
  <pre><code>public void Disconnect()
  {
      if (IsHost) 
      {
          NetworkManager.Singleton.StopHost();
      }
      else if (IsClient) 
      {
          NetworkManager.Singleton.StopClient();
      }
      else if (IsServer) 
      {
          NetworkManager.Singleton.StopServer();
      }
      
      UnityEngine.SceneManagement.SceneManager.LoadScene(&quot;MainMenu&quot;);
  }
  </code></pre>
  <p>However all these stop functions don't seem to exist at all under the singleton. Am I missing a library or something?
  For now I am using a workaround which is just disabling &quot;Don't destroy&quot; and then the NetworkManager is destroyed after switching scenes, but what if I wanted to keep it after switching a scene? Is there no way to control when the Server/Client is stopped? I'm assuming this is a bug but I just want to make sure.</p>