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using UnityEngine.SceneManagement;
public void LevelReset()
{
CommunicationEvents.LevelReset.Invoke(); // currently unused
Level.solved = false; // needed?
CommunicationEvents.LevelFacts.hardreset(false); // delete Facts at Server
SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().buildIndex);
}
StartServer.process.Kill(); // null reference exception if Server started manually
SceneManager.LoadScene(0);
public void OnApplicationQuit()
{
StartServer.process.Kill();