Legacy Documentation: Version 5.6 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

NetworkManager.Shutdown

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

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

Description

Shuts down the NetworkManager completely and destroy the singleton.

This is required if a new NetworkManager instance needs to be created after the original one was destroyed. The example below has a reference to the GameObject with the NetworkManager on it and destroys the instance before calling Shutdown() and switching scenes.

#pragma strict
public class SwitchToEmptyScene extends MonoBehaviour {
    public var NetworkManagerGameObject: GameObject;
    function OnGUI() {
        if (GUI.Button(new Rect(10, 10, 200, 20), "Switch")) {
            Destroy(NetworkManagerGameObject);
            NetworkManager.Shutdown();
            Application.LoadLevel("empty");
        }
    }
}
using UnityEngine;
using UnityEngine.Networking;

public class SwitchToEmptyScene : MonoBehaviour { public GameObject NetworkManagerGameObject;

void OnGUI() { if (GUI.Button(new Rect(10, 10, 200, 20), "Switch")) { Destroy(NetworkManagerGameObject); NetworkManager.Shutdown();

Application.LoadLevel("empty"); } } }

This cleanup allows a new scene with a new NetworkManager to be loaded.