# 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 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. > Note: The signature for hook methods was changed in version 7.0 (Feb 2020) to having 2 parameters (old and new values). If you're on an older version, hook methods just have one parameter (new value). ```cs using UnityEngine; using Mirror; 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 oldColor, Color newColor) { if (cachedMaterial == null) cachedMaterial = GetComponent().material; cachedMaterial.color = newColor; } void OnDestroy() { Destroy(cachedMaterial); } } ```