Version: 5.4 beta (switch to 5.3)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Network.CloseConnection

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

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

Parameters

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.

	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); } } }