void OnDestroy() { if (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); } }
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); } }