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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);
}
}
}