# SyncVar Hook [![SyncVar hook video tutorial](../../images/video_tutorial.png)](https://www.youtube.com/watch?v=T7AoozedYfI&list=PLkx8oFug638oBYF5EOwsSS-gOVBXj1dkP&index=5) 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 single parameter of the same type as the SyncVar property. This parameter should have a unique name, e.g. newValue. - Reference the hook parameter inside the hook to use the new value. Referencing the property value will be the old value, in case you need to compare. - The property will be updated after the hook completes. You may update the property yourself inside the hook. 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. ```cs using UnityEngine; using UnityEngine.Networking; public class PlayerController : NetworkBehaviour { [SyncVar(hook = nameof(SetColor))] Color playerColor = Color.black; // Unity makes a clone of the Material every time GetComponent().material is used. // Cache it here and Destroy it in OnDestroy to prevent a memory leak. Material cachedMaterial; public override void OnStartServer() { base.OnStartServer(); playerColor = Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f); } void SetColor(Color color) { if (cachedMaterial == null) cachedMaterial = GetComponent().material; cachedMaterial.color = color; } void OnDestroy() { Destroy(cachedMaterial); } } ```