MasterServer.ClearHostList
static function ClearHostList(): void;
static void ClearHostList();
static def ClearHostList() as void
Description

Clear the host list which was received by MasterServer.PollHostList.

Useful if you want to update the list and want to make sure you don't use the older data.
	function Awake() {
		// Make sure list is empty and request a new list
		MasterServer.ClearHostList();
		MasterServer.RequestHostList("MyUniqueGameType");
	}

function Update() { // If any hosts were received, display game name, the clear host list again if (MasterServer.PollHostList().Length != 0) { var hostData : HostData[] = MasterServer.PollHostList(); for (var i : int = 0; i < hostData.Length; i++) Debug.Log("Game name: " + hostData[i].gameName); MasterServer.ClearHostList(); } }
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    void Awake() {
        MasterServer.ClearHostList();
        MasterServer.RequestHostList("MyUniqueGameType");
    }
    void Update() {
        if (MasterServer.PollHostList().Length != 0) {
            HostData[] hostData = MasterServer.PollHostList();
            int i = 0;
            while (i < hostData.Length) {
                Debug.Log("Game name: " + hostData[i].gameName);
                i++;
            }
            MasterServer.ClearHostList();
        }
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	def Awake() as void:
		MasterServer.ClearHostList()
		MasterServer.RequestHostList('MyUniqueGameType')

	def Update() as void:
		if MasterServer.PollHostList().Length != 0:
			hostData as (HostData) = MasterServer.PollHostList()
			i as int = 0
			while i < hostData.Length:
				Debug.Log(('Game name: ' + hostData[i].gameName))
				i++
			MasterServer.ClearHostList()