- 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.
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.
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.
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: