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CloseAll 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 ExampleClass : 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 public class ExampleClass(MonoBehaviour): def OnGUI() as void: 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)