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NetworkManager.Shutdown

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public static function Shutdown(): void;
public static void Shutdown();

Description

Shuts down the NetworkManager completely and destroy the singleton.

This is required if a new NetworkManager instance needs to be created after the original one was destroyed. The example below has a reference to the GameObject with the NetworkManager on it and destroys the instance before calling Shutdown() and switching scenes.

#pragma strict
public class SwitchToEmptyScene extends MonoBehaviour {
    public var NetworkManagerGameObject: GameObject;
    function OnGUI() {
        if (GUI.Button(new Rect(10, 10, 200, 20), "Switch")) {
            Destroy(NetworkManagerGameObject);
            NetworkManager.Shutdown();
            Application.LoadLevel("empty");
        }
    }
}
using UnityEngine;
using UnityEngine.Networking;

public class SwitchToEmptyScene : MonoBehaviour { public GameObject NetworkManagerGameObject;

void OnGUI() { if (GUI.Button(new Rect(10, 10, 200, 20), "Switch")) { Destroy(NetworkManagerGameObject); NetworkManager.Shutdown();

Application.LoadLevel("empty"); } } }

This cleanup allows a new scene with a new NetworkManager to be loaded.

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