Open SampleScene, press Play, then start Host Mode.
I've created a NetworkManager which overrides OnServerReady (I noticed it doesn't matter too much which function I override). In that function, I construct a message and send it using NetworkServer.SendToAll();
MsgReceived never happens, however this is not my main issue. My problem is that on the SECOND time of Starting and Stopping Host Mode, the Client is not in it's Ready state. You can see this by observing the NetworkHUD.
NOTE: If you remove the BasicAuthenticator component from the NetworkManager GameObject in SampleScene, normal behavior is resumed... I have tested with other authenticators and the result is the same so I don't believe BasicAuthenticator is the problem, it's just the one I'm using in this example.