Network.CloseConnection Manual     Reference     Scripting  
Scripting > Runtime Classes > Network
Network.CloseConnection

static function CloseConnection (target : NetworkPlayer, sendDisconnectionNotification : bool) : void

Description

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.

JavaScripts
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 example : 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);
}

}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

def 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)
elif Network.connections.Length == 0:
Debug.Log('No one is connected')
elif 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)