Destroy the object associated with this view ID across the network.
The object is destroyed locally and remotely.
Note that this does not remove any RPCs accociated with the object or NetworkViewID, these have to be explicitly removed with the Network.RemoveRPCs method.var timer : float = 0; function Awake () { timer = Time.time; } // Network destroy the object which has this script // it must have a NetworkView attached function Update() { if (Time.time - timer > 2) { Network.Destroy(GetComponent(NetworkView).viewID); } }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public float timer = 0; void Awake() { timer = Time.time; } void Update() { if (Time.time - timer > 2) Network.Destroy(GetComponent<NetworkView>().viewID); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public timer as float = 0 def Awake() as void: timer = Time.time def Update() as void: if (Time.time - timer) > 2: Network.Destroy(GetComponent[of NetworkView]().viewID)
Destroy the object across the network.
The object is destroyed locally and remotely.
var timer : float = 0; function Awake () { timer = Time.time; } // Network destroy the object which has this script function Update() { if (Time.time - timer > 2) { Network.Destroy(gameObject); } }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public float timer = 0; void Awake() { timer = Time.time; } void Update() { if (Time.time - timer > 2) Network.Destroy(gameObject); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public timer as float = 0 def Awake() as void: timer = Time.time def Update() as void: if (Time.time - timer) > 2: Network.Destroy(gameObject)