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CloseShuts down the NetworkManager completely and destroy the singleton.
This is required if a new NetworkManager instance needs to be created after the original one was destroyed. The example below has a reference to the GameObject with the NetworkManager on it and destroys the instance before calling Shutdown() and switching scenes.
#pragma strict public class SwitchToEmptyScene extends MonoBehaviour { public var NetworkManagerGameObject: GameObject; function OnGUI() { if (GUI.Button(new Rect(10, 10, 200, 20), "Switch")) { Destroy(NetworkManagerGameObject); NetworkManager.Shutdown(); Application.LoadLevel("empty"); } } }
using UnityEngine; using UnityEngine.Networking;
public class SwitchToEmptyScene : MonoBehaviour { public GameObject NetworkManagerGameObject;
void OnGUI() { if (GUI.Button(new Rect(10, 10, 200, 20), "Switch")) { Destroy(NetworkManagerGameObject); NetworkManager.Shutdown();
Application.LoadLevel("empty"); } } }
This cleanup allows a new scene with a new NetworkManager to be loaded.
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