Destroy all the objects based on view IDs belonging to this player.
This should only be called when running as a server. It is, for example, meant to to clean up networked objects left by a disconnected player.
function OnPlayerDisconnected(player: NetworkPlayer) {
Debug.Log("Clean up after player " + player);
Network.RemoveRPCs(player);
Network.DestroyPlayerObjects(player);
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void OnPlayerDisconnected(NetworkPlayer player) {
Debug.Log("Clean up after player " + player);
Network.RemoveRPCs(player);
Network.DestroyPlayerObjects(player);
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
def OnPlayerDisconnected(player as NetworkPlayer):
Debug.Log(('Clean up after player ' + player))
Network.RemoveRPCs(player)
Network.DestroyPlayerObjects(player)