internal static void Shutdown() { s_NetworkScene.Shutdown(); s_LocalPlayers = new List <PlayerController>(); s_PendingOwnerIds = new List <PendingOwner>(); s_SpawnableObjects = null; s_ReadyConnection = null; s_IsReady = false; s_IsSpawnFinished = false; NetworkTransport.Shutdown(); NetworkTransport.Init(); }
internal static void Shutdown() { s_NetworkScene.Shutdown(); s_LocalPlayers = new List <PlayerController>(); s_PendingOwnerIds = new List <PendingOwner>(); s_SpawnableObjects = null; s_ReadyConnection = null; s_IsReady = false; s_IsSpawnFinished = false; #if ENABLE_UNET_HOST_MIGRATION s_ReconnectId = ReconnectIdInvalid; #endif NetworkTransport.Shutdown(); NetworkTransport.Init(); }