Version: 2017.3
public static void DisconnectAll ();

Description

Disconnect all currently connected clients.

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

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; } } } }