State synchronization refers to the synchronization of values such as integers, floating point numbers, strings and boolean values belonging to scripts.
State synchronization is done from the Server to remote clients. The local client does not have data serialized to it. It does not need it, because it shares the Scene with the server. However, SyncVar hooks are called on local clients.
Data is not synchronized in the opposite direction - from remote clients to the server. To do this, you need to use Commands.
In most cases, the use of SyncVars is enough for your game scripts to serialize their state to clients. However in some cases you might require more complex serialization code. This page is only relevant for advanced developers who need customized synchronization solutions that go beyond Mirror’s normal SyncVar feature.
To perform your own custom serialization, you can implement virtual functions on NetworkBehaviour to be used for SyncVar serialization. These functions are:
```cs
public virtual bool OnSerialize(NetworkWriter writer, bool initialState);
```
```cs
public virtual void OnDeSerialize(NetworkReader reader, bool initialState);
Use the `initialState` flag to differentiate between the first time a GameObject[](ttps://docs.unity3d.com/Manual/class-GameObject.htmlhttps://docs.unity3d.com/Manual/Glossary.html#GameObject) is serialized and when incremental updates can be sent. The first time a GameObject is sent to a client, it must include a full state snapshot, but subsequent updates can save on bandwidth by including only incremental changes. Note that SyncVar hook functions are not called when `initialState` is true; they are only called for incremental updates.
If a class has SyncVars, then implementations of these functions are added automatically to the class, meaning that a class that has SyncVars cannot also have custom serialization functions.
The `OnSerialize` function should return true to indicate that an update should be sent. If it returns true, the dirty bits for that script are set to zero. If it returns false, the dirty bits are not changed. This allows multiple changes to a script to be accumulated over time and sent when the system is ready, instead of every frame.
GameObjects with the Network Identity component attached can have multiple scripts derived from `NetworkBehaviour`. The flow for serializing these GameObjects is:
- Each `NetworkBehaviour` has a dirty mask. This mask is available inside `OnSerialize` as `syncVarDirtyBits`
- Each SyncVar in a `NetworkBehaviour` script is assigned a bit in the dirty mask.
- Changing the value of SyncVars causes the bit for that SyncVar to be set in the dirty mask
- Alternatively, calling `SetDirtyBit` writes directly to the dirty mask
- NetworkIdentity GameObjects are checked on the server as part of it’s update loop
- If any `NetworkBehaviours` on a `NetworkIdentity` are dirty, then an `UpdateVars` packet is created for that GameObject
- The `UpdateVars` packet is populated by calling `OnSerialize` on each `NetworkBehaviour` on the GameObject
-`NetworkBehaviours` that are not dirty write a zero to the packet for their dirty bits
-`NetworkBehaviours` that are dirty write their dirty mask, then the values for the SyncVars that have changed
- If `OnSerialize` returns true for a `NetworkBehaviour`, the dirty mask is reset for that `NetworkBehaviour` so it does not send again until its value changes.
- The `UpdateVars` packet is sent to ready clients that are observing the GameObject
- an `UpdateVars packet` is received for a GameObject
- The `OnDeserialize` function is called for each `NetworkBehaviour` script on the GameObject
- Each `NetworkBehaviour` script on the GameObject reads a dirty mask.
- If the dirty mask for a `NetworkBehaviour` is zero, the `OnDeserialize` function returns without reading any more
- If the dirty mask is non-zero value, then the `OnDeserialize` function reads the values for the SyncVars that correspond to the dirty bits that are set
- If there are SyncVar hook functions, those are invoked with the value read from the stream.
If a `NetworkBehaviour` has a base class that also has serialization functions, the base class functions should also be called.
Note that the `UpdateVar` packets created for GameObject state updates may be aggregated in buffers before being sent to the client, so a single transport layer packet may contain updates for multiple GameObjects.