Network.Destroy Manual     Reference     Scripting  
Scripting > Runtime Classes > Network
Network.Destroy

static function Destroy (viewID : NetworkViewID) : void

Description

Destroy the object associated with this view ID across the network.

The object is destroyed locally and remotely.

Note that this does not remove any RPCs accociated with the object or NetworkViewID, these have to be explicitly removed with the Network.RemoveRPCs method.

JavaScript
var timer : float = 0;
function Awake () {
timer = Time.time;
}
// Network destroy the object which has this script
// it must have a NetworkView attached
function Update() {
if (Time.time - timer > 2) {
Network.Destroy(GetComponent(NetworkView).viewID);
}
}

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
public float timer = 0;
void Awake() {
timer = Time.time;
}
void Update() {
if (Time.time - timer > 2)
Network.Destroy(GetComponent<NetworkView>().viewID);

}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

public timer as single = 0

def Awake():
timer = Time.time

def Update():
if (Time.time - timer) > 2:
Network.Destroy(GetComponent[of NetworkView]().viewID)

static function Destroy (gameObject : GameObject) : void

Description

Destroy the object across the network.

The object is destroyed locally and remotely.

JavaScript
var timer : float = 0;
function Awake () {
timer = Time.time;
}
// Network destroy the object which has this script
function Update() {
if (Time.time - timer > 2) {
Network.Destroy(gameObject);
}
}

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
public float timer = 0;
void Awake() {
timer = Time.time;
}
void Update() {
if (Time.time - timer > 2)
Network.Destroy(gameObject);

}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

public timer as single = 0

def Awake():
timer = Time.time

def Update():
if (Time.time - timer) > 2:
Network.Destroy(gameObject)