Network.CloseConnection
static function CloseConnection(target: NetworkPlayer, sendDisconnectionNotification: bool): void;
static void CloseConnection(NetworkPlayer target, bool sendDisconnectionNotification);
static def CloseConnection(target as NetworkPlayer, sendDisconnectionNotification as bool) as void
Description

Close the connection to another system.

target defines which system to close the connection to. If we are a client the only possible connection to close is the server connection, if we are a server the target player will be kicked off. sendDisconnectionNotification, enables or disables notifications being sent to the other end. If disabled the connection is dropped, if not a disconnect notification is reliably sent to the remote party and there after the connection is dropped.
	function OnGUI() {
		if (GUILayout.Button ("Disconnect from server")) {
			if (Network.connections.Length == 1) {
				Debug.Log("Disconnecting: "+
					Network.connections[0].ipAddress+":"+Network.connections[0].port);
				Network.CloseConnection(Network.connections[0], true);
			} else if (Network.connections.Length == 0)
				Debug.Log("No one is connected");
			else if (Network.connections.Length > 1)
				Debug.Log("Too many connections. Are we running a server?");
		}
		if (GUILayout.Button ("Disconnect first player")) {
			if (Network.connections.Length > 0) {
				Debug.Log("Disconnecting: "+
					Network.connections[0].ipAddress+":"+Network.connections[0].port);
				Network.CloseConnection(Network.connections[0], true);
			} 
		}	
	}
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    void OnGUI() {
        if (GUILayout.Button("Disconnect from server"))
            if (Network.connections.Length == 1) {
                Debug.Log("Disconnecting: " + Network.connections[0].ipAddress + ":" + Network.connections[0].port);
                Network.CloseConnection(Network.connections[0], true);
            } else
                if (Network.connections.Length == 0)
                    Debug.Log("No one is connected");
                else
                    if (Network.connections.Length > 1)
                        Debug.Log("Too many connections. Are we running a server?");
                    
        
        if (GUILayout.Button("Disconnect first player"))
            if (Network.connections.Length > 0) {
                Debug.Log("Disconnecting: " + Network.connections[0].ipAddress + ":" + Network.connections[0].port);
                Network.CloseConnection(Network.connections[0], true);
            }
        
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	def OnGUI() as void:
		if GUILayout.Button('Disconnect from server'):
			if Network.connections.Length == 1:
				Debug.Log(((('Disconnecting: ' + Network.connections[0].ipAddress) + ':') + Network.connections[0].port))
				Network.CloseConnection(Network.connections[0], true)
			elif Network.connections.Length == 0:
				Debug.Log('No one is connected')
			elif Network.connections.Length > 1:
				Debug.Log('Too many connections. Are we running a server?')
		if GUILayout.Button('Disconnect first player'):
			if Network.connections.Length > 0:
				Debug.Log(((('Disconnecting: ' + Network.connections[0].ipAddress) + ':') + Network.connections[0].port))
				Network.CloseConnection(Network.connections[0], true)