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); } } }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { void 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); } } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): def OnGUI() as void: 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) elif Network.connections.Length == 0: Debug.Log('No one is connected') elif 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)