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NetworkServer.DisconnectAll

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public static function DisconnectAll(): void;
public static void DisconnectAll();

Description

Disconnect all currently connected clients.

This can only be called on the server. Clients will receive the Disconnect message.

#pragma strict
public class Example extends MonoBehaviour {
	enum GameState {
		kInit,
		kStart,
	}
	var state: GameState;
	public function Update() {
		if (state != GameState.kInit) {
			if (Input.GetKey(KeyCode.Escape)) {
				Debug.Log("Disconnecting all!");
				NetworkServer.DisconnectAll();
				Application.LoadLevel("empty");
				state = GameState.kStart;
			}
		}
	}
}
using UnityEngine;
using UnityEngine.Networking;

public class Example : MonoBehaviour {

enum GameState { kInit, kStart } GameState state;

public void Update() { if (state != GameState.kInit) { if (Input.GetKey(KeyCode.Escape)) { Debug.Log("Disconnecting all!"); NetworkServer.DisconnectAll(); Application.LoadLevel("empty"); state = GameState.kStart; } } } }