void StartPairing()
        {
            if (this.sharingMgr != null)
            {
                PairingManager pairingMgr = this.sharingMgr.GetPairingManager();

                PairingResult result = pairingMgr.BeginPairing(this.pairMaker, this.pairingAdapter);
                if (result != PairingResult.Ok)
                {
                    Debug.LogError("Failed to start pairing");
                }
            }
        }
        void OnDestroy()
        {
            // SharingStage's OnDestroy() might execute first in the script order. Therefore we should check if
            // SharingStage.Instance still exists. Without the instance check, the execution of GetPairingManager
            // on a disposed sharing manager will crash the Unity Editor and application.
            if (SharingStage.Instance != null && this.sharingMgr != null)
            {
                PairingManager pairingMgr = sharingMgr.GetPairingManager();
                pairingMgr.CancelPairing();     // Safe to call, even if no pairing is in progress.  Will not cause a disconnect

                // Remove our listener from the paired connection
                NetworkConnection pairedConnection = sharingMgr.GetPairedConnection();
                pairedConnection.RemoveListener((byte)MessageID.StatusOnly, this.connectionAdapter);
            }
        }