All connected players.
On a client this contains only the server.
function OnGUI() {
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 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
class example(MonoBehaviour):
def OnGUI():
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)