Close the connection to another system.
target
defines which system to close the connection to. If we are a client the only possible
connection to close is the server connection, if we are a server the target player will be kicked off.
sendDisconnectionNotification
, enables or disables notifications being sent to the other end. If disabled the connection is dropped, if not a disconnect notification is reliably sent to the remote party and there after the connection is dropped.
function OnGUI() { if (GUILayout.Button ("Disconnect from server")) { if (Network.connections.Length == 1) { Debug.Log("Disconnecting: "+ Network.connections[0].ipAddress+":"+Network.connections[0].port); Network.CloseConnection(Network.connections[0], true); } else if (Network.connections.Length == 0) Debug.Log("No one is connected"); else if (Network.connections.Length > 1) Debug.Log("Too many connections. Are we running a server?"); } if (GUILayout.Button ("Disconnect first player")) { if (Network.connections.Length > 0) { Debug.Log("Disconnecting: "+ Network.connections[0].ipAddress+":"+Network.connections[0].port); Network.CloseConnection(Network.connections[0], true); } } }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void OnGUI() { if (GUILayout.Button("Disconnect from server")) if (Network.connections.Length == 1) { Debug.Log("Disconnecting: " + Network.connections[0].ipAddress + ":" + Network.connections[0].port); Network.CloseConnection(Network.connections[0], true); } else if (Network.connections.Length == 0) Debug.Log("No one is connected"); else if (Network.connections.Length > 1) Debug.Log("Too many connections. Are we running a server?"); if (GUILayout.Button("Disconnect first player")) if (Network.connections.Length > 0) { Debug.Log("Disconnecting: " + Network.connections[0].ipAddress + ":" + Network.connections[0].port); Network.CloseConnection(Network.connections[0], true); } } }