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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 ExampleClass : MonoBehaviour { void OnPlayerDisconnected(NetworkPlayer player) { Debug.Log("Clean up after player " + player); Network.RemoveRPCs(player); Network.DestroyPlayerObjects(player); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): def OnPlayerDisconnected(player as NetworkPlayer) as void: Debug.Log(('Clean up after player ' + player)) Network.RemoveRPCs(player) Network.DestroyPlayerObjects(player)