Update StateSync.md

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@ -6,17 +6,17 @@ State synchronization is done from the Server to remote clients. The local clien
Data is not synchronized in the opposite direction - from remote clients to the server. To do this, you need to use Commands. Data is not synchronized in the opposite direction - from remote clients to the server. To do this, you need to use Commands.
- [SyncVars](SyncVars) - [SyncVars](../Classes/SyncVars)
SyncVars are variables of scripts that inherit from NetworkBehaviour, which are synchronized from the server to clients. SyncVars are variables of scripts that inherit from NetworkBehaviour, which are synchronized from the server to clients.
- [SyncEvents](SyncEvent) - [SyncEvents](../Classes/SyncEvent)
SyncEvents are networked events like ClientRpcs, but instead of calling a function on the GameObject, they trigger Events instead. SyncEvents are networked events like ClientRpcs, but instead of calling a function on the GameObject, they trigger Events instead.
- [SyncLists](SyncLists) - [SyncLists](../Classes/SyncLists)
SyncLists contain lists of values and synchronize data from servers to clients. SyncLists contain lists of values and synchronize data from servers to clients.
- [SyncDictionary](SyncDictionary) - [SyncDictionary](../Classes/SyncDictionary)
A SyncDictionary is an associative array containing an unordered list of key, value pairs. A SyncDictionary is an associative array containing an unordered list of key, value pairs.
- [SyncHashSet](SyncHashSet) - [SyncHashSet](../Classes/SyncHashSet)
Description Needed Description Needed
- [SyncSortedSet](SyncSortedSet) - [SyncSortedSet](../Classes/SyncSortedSet)
Description Needed Description Needed
## Advanced State Synchronization ## Advanced State Synchronization