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);
Application.Quit();
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#endif
});
};
if (socket.Connected)
MainThreadManager.Run(LoadScene);
else
socket.connected += LoadScene;
}