Mirror/docs/Classes/SyncVarHook.md

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# SyncVar Hook
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The hook attribute can be used to specify a function to be called when the SyncVar changes value on the client. This ensures that all clients receive the proper variables from other clients.
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- The Hook method must have a single parameter of the same type as the SyncVar property. This parameter should have a unique name, e.g. newValue.
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- Do not try to set the property value from inside the hook. The property value will be updated after the hook completes.
- Reference the hook parameter inside the hook to use the new value. Referencing the property value will be the old value, in case you need to compare.
Below is a simple example of assigning a random color to each player when they're spawned on the server. All clients will see all players in the correct colors, even if they join later.
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```cs
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using UnityEngine;
using UnityEngine.Networking;
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public class PlayerController : NetworkBehaviour
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{
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public override void OnStartServer()
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{
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base.OnStartServer();
playerColor = Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f);
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}
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[SyncVar(hook = nameof(SetColor))]
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Color playerColor = Color.black;
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// Unity makes a clone of the Material every time GetComponent<Renderer>().material is used.
// Cache it here and Destroy it in OnDestroy to prevent a memory leak.
Material cachedMaterial;
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void SetColor(Color color)
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{
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if (cachedMaterial == null)
cachedMaterial = GetComponent<Renderer>().material;
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cachedMaterial.color = color;
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}
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void OnDestroy()
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{
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Destroy(cachedMaterial);
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}
}
```