docs: Updated SyncVar docs

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Chris Langsenkamp 2020-02-23 02:48:21 -05:00
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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.
- The Hook method must have a two parameters of the same type as the SyncVar property. One for the old value, one for the new value.
- The Hook is always called after the value was set. You don't need to set it yourself.
- The Hook only fires for changed values, and changing a value in the inspector will not trigger an update.
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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@ -8,7 +8,7 @@ The state of SyncVars is applied to game objects on clients before `OnStartClien
SyncVars can use any [type supported by Mirror](../DataTypes.md). You can have up to 64 SyncVars on a single NetworkBehaviour script, including SyncLists (see next section, below).
The server automatically sends SyncVar updates when the value of a SyncVar changes, so you do not need to track when they change or send information about the changes yourself.
The server automatically sends SyncVar updates when the value of a SyncVar changes, so you do not need to track when they change or send information about the changes yourself. Changing a value in the inspector will not trigger an update.
> The [SyncVar hook](SyncVarHook.md) attribute can be used to specify a method to be called when the SyncVar changes value on the client.