diff --git a/Assets/Mirror/Runtime/NetworkServer.cs b/Assets/Mirror/Runtime/NetworkServer.cs
index 4b2a77352..c399d155b 100644
--- a/Assets/Mirror/Runtime/NetworkServer.cs
+++ b/Assets/Mirror/Runtime/NetworkServer.cs
@@ -1271,12 +1271,7 @@ static void DestroyObject(NetworkIdentity identity, bool destroyServerObject)
}
}
- ///
- /// Destroys this object and corresponding objects on all clients.
- /// In some cases it is useful to remove an object but not delete it on the server. For that, use NetworkServer.UnSpawn() instead of NetworkServer.Destroy().
- ///
- /// Game object to destroy.
- public static void Destroy(GameObject obj)
+ static void DestroyObject(GameObject obj, bool destroyServerObject)
{
if (obj == null)
{
@@ -1286,29 +1281,24 @@ public static void Destroy(GameObject obj)
if (GetNetworkIdentity(obj, out NetworkIdentity identity))
{
- DestroyObject(identity, true);
+ DestroyObject(identity, destroyServerObject);
}
}
+ ///
+ /// Destroys this object and corresponding objects on all clients.
+ /// In some cases it is useful to remove an object but not delete it on the server. For that, use NetworkServer.UnSpawn() instead of NetworkServer.Destroy().
+ ///
+ /// Game object to destroy.
+ public static void Destroy(GameObject obj) => DestroyObject(obj, true);
+
///
/// This takes an object that has been spawned and un-spawns it.
/// The object will be removed from clients that it was spawned on, or the custom spawn handler function on the client will be called for the object.
/// Unlike when calling NetworkServer.Destroy(), on the server the object will NOT be destroyed. This allows the server to re-use the object, even spawn it again later.
///
/// The spawned object to be unspawned.
- public static void UnSpawn(GameObject obj)
- {
- if (obj == null)
- {
- Debug.Log("NetworkServer UnspawnObject is null");
- return;
- }
-
- if (GetNetworkIdentity(obj, out NetworkIdentity identity))
- {
- DestroyObject(identity, false);
- }
- }
+ public static void UnSpawn(GameObject obj) => DestroyObject(obj, false);
internal static bool ValidateSceneObject(NetworkIdentity identity)
{