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public Coroutine DropConnection(Networking.Types.NetworkID netId, Networking.Types.NodeID dropNodeId, int requestDomain, Networking.Match.NetworkMatch.BasicResponseDelegate callback);


netIdThe NetworkID of the match the client to drop belongs to.
dropNodeIdThe NodeID of the client to drop inside the specified match.
requestDomainThe request domain for this request. Only requests in the same domain can interface with each other. For example if a NetworkMatch.CreateMatch is made with domain 1, only ListMatches that also specify domain 1 will find that match. Use this value to silo different (possibly incompatible) client versions.
callbackThe callback to invoke when the request completes.


Coroutine This function is asynchronous and will complete at some point in the future, when the coroutine has finished communicating with the service backend.


A function to allow an individual client to be dropped from a match.

This function automatically calls OnClientDisconnect to tell the matchmaker to clean up the client state in the Unity Multiplayer service. When a client is cleaned up it will be disconnected from the relay server and will no longer be part of the current match.

This function is auth token protected. The auth token is generated when a client creates or joins a match. This function will only succeed if the caller is the client being dropped or is the match host (which is a match administrator). All other callers will be denied access.

using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Networking.Match;
using UnityEngine.Networking.Types;

public class ExampleScript : MonoBehaviour { public NetworkID netId;

void Start() { NetworkManager.singleton.StartMatchMaker(); NetworkManager.singleton.matchMaker.DropConnection(netId, NodeID.Invalid, 0, OnMatchDropConnection); }

public void OnMatchDropConnection(bool success, string extendedInfo) { // ... } }

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