- Game object with a NetworkIdentity component attached.
- Struct with any of the above
SyncDictionary works much like [SyncLists](SyncLists): when you make a change on the server the change is propagated to all clients and the Callback is called.
To use it, create a class that derives from SyncDictionary for your specific type. This is necessary because the Weaver will add methods to that class. Then add a field to your NetworkBehaviour class.
<p>Note that by the time you subscribe to the callback, the dictionary will already be initialized, so you will not get a call for the initial data, only updates.</p>
<p>Note SyncDictionaries must be initialized in the constructor, not in Startxxx(). You can make them readonly to ensure correct usage.</p>
By default, SyncDictionary uses a Dictionary to store it's data. If you want to use a different `IDictionary `implementation such as `SortedList` or `SortedDictionary`, add a constructor to your SyncDictionary implementation and pass a dictionary to the base class. For example: