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hooks are called on initialState too (#1986)
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@ -57,7 +57,7 @@ public virtual bool OnSerialize(NetworkWriter writer, bool initialState);
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public virtual void OnDeserialize(NetworkReader reader, bool initialState);
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public virtual void OnDeserialize(NetworkReader reader, bool initialState);
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```
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```
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Use the `initialState` flag to differentiate between the first time a game object is serialized and when incremental updates can be sent. The first time a game object 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.
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Use the `initialState` flag to differentiate between the first time a game object is serialized and when incremental updates can be sent. The first time a game object is sent to a client, it must include a full state snapshot, but subsequent updates can save on bandwidth by including only incremental changes.
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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.
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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.
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