/// <summary> /// Exits the client, terminating the game process. /// </summary> public void Exit() { this.LogTrace("ExitClient()"); if (_clientProvider.Get().GetEditorModeEnabled()) { ExitUtil.ExitEditor(); return; } // Fire onExit event if (_onExit != null) { _onExit(); } if (((_clientProvider.Get().GetPlatform() == Platform.iOS) && _configProvider.Get().GetClientCleanExitIosEnabled()) || ((_clientProvider.Get().GetPlatform() == Platform.Android) && _configProvider.Get().GetClientCleanExitAndroidEnabled())) { // If clean exit is enabled, allow Unity to cleanly shut down. ExitUtil.CleanExit(); return; } // On fall-through, we hard exit by killing the process ExitUtil.HardExit(); }