SyncVar
Synchronized variables, or most commonly referred as "SyncVar" are easily definable in your code, and will handle automatically align a script variable between all players.
SyncVars are built with the Network Module setup, meaning that you have to initialize it. Below is a usage example:
private SyncVar<int> mySync = new(2); //Now defaults to 2
private SyncVar<int> myOtherSync = new(5, ownerAuth:true); //Defaults to 5, and is owner auth
protected override void OnSpawned(bool asServer)
{
mySync.onChanged += OnMySyncChange;
if (asServer)
mySync.value = 420;
if (isOwner)
myOtherSync.value = 69;
}
private void OnMySyncChange(int newValue)
{
Debug.Log("SyncVar has changed to: " + newValue);
}
When populating the SyncVar, you can do a few things:
Feed it nothing:
new();
Feed it a default:
new(5);
//In case of numberFeed it settings like
ownerAuth
orsendIntervalInSeconds
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