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