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Network.DestroyPlayerObjects

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public static function DestroyPlayerObjects(playerID: NetworkPlayer): void;
public static void DestroyPlayerObjects(NetworkPlayer playerID);
public static def DestroyPlayerObjects(playerID as NetworkPlayer) as void

Description

Destroy all the objects based on view IDs belonging to this player.

This should only be called when running as a server. It is, for example, meant to to clean up networked objects left by a disconnected player.

	function OnPlayerDisconnected(player: NetworkPlayer) {
		Debug.Log("Clean up after player " +  player);
		Network.RemoveRPCs(player);
		Network.DestroyPlayerObjects(player);
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void OnPlayerDisconnected(NetworkPlayer player) {
        Debug.Log("Clean up after player " + player);
        Network.RemoveRPCs(player);
        Network.DestroyPlayerObjects(player);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def OnPlayerDisconnected(player as NetworkPlayer) as void:
		Debug.Log(('Clean up after player ' + player))
		Network.RemoveRPCs(player)
		Network.DestroyPlayerObjects(player)