UnityEngine.Networking.NetworkServer.DestroyObject C# (CSharp) Method

DestroyObject() private static method

private static DestroyObject ( NetworkIdentity uv, bool destroyServerObject ) : void
uv NetworkIdentity
destroyServerObject bool
return void
        private static void DestroyObject(NetworkIdentity uv, bool destroyServerObject)
        {
            if (LogFilter.logDebug)
            {
                Debug.Log("DestroyObject instance:" + uv.netId);
            }
            if (objects.ContainsKey(uv.netId))
            {
                objects.Remove(uv.netId);
            }
            if (uv.clientAuthorityOwner != null)
            {
                uv.clientAuthorityOwner.RemoveOwnedObject(uv);
            }
            NetworkDetailStats.IncrementStat(NetworkDetailStats.NetworkDirection.Outgoing, 1, uv.assetId.ToString(), 1);
            ObjectDestroyMessage msg = new ObjectDestroyMessage {
                netId = uv.netId
            };
            SendToObservers(uv.gameObject, 1, msg);
            uv.ClearObservers();
            if (NetworkClient.active && instance.m_LocalClientActive)
            {
                uv.OnNetworkDestroy();
                ClientScene.SetLocalObject(msg.netId, null);
            }
            if (destroyServerObject)
            {
                UnityEngine.Object.Destroy(uv.gameObject);
            }
            uv.Reset();
        }

Same methods

NetworkServer::DestroyObject ( GameObject obj ) : void