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CloseDisconnect 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; } } } }