private void Go() { Networking.networkReset += RemoveSocketReference; if (proximityBasedUpdates) { socket.MakeProximityBased(proximityDistance); } socket.serverDisconnected += delegate(string reason) { MainThreadManager.Run(() => { Debug.Log("The server kicked you for reason: " + reason); #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #endif }); }; if (socket.Connected) { MainThreadManager.Run(LoadScene); } else { socket.connected += LoadScene; } }