public static DestroyPlayerObjects ( PhotonPlayer destroyPlayer ) : void | ||
destroyPlayer | PhotonPlayer | |
return | void |
// Get the player object we want to destroy Player otherPlayer = PhotonNetwork.PlayerListOthers[0]; // Destroy all game objects belonging to the specified player PhotonNetwork.DestroyPlayerObjects(otherPlayer);
IEnumerator DestroyPlayerObjectsAfterDelay(Player player, float delay) { yield return new WaitForSeconds(delay); PhotonNetwork.DestroyPlayerObjects(player); } // Call the coroutine to start the countdown StartCoroutine(DestroyPlayerObjectsAfterDelay(otherPlayer, 10f));In this example, the DestroyPlayerObjects method is called after a delay of 10 seconds, giving the player time to reconnect before their objects are permanently removed. Package Library: Photon Unity Networking (PUN) v2.4.6.
public static DestroyPlayerObjects ( PhotonPlayer destroyPlayer ) : void | ||
destroyPlayer | PhotonPlayer | |
return | void |