# SyncDictionary A `SyncDictionary` is an associative array containing an unordered list of key, value pairs. Keys and values can be of the following types: - Basic type (byte, int, float, string, UInt64, etc) - Built-in Unity math type (Vector3, Quaternion, etc) - NetworkIdentity - GameObject with a NetworkIdentity component attached. - Struct with any of the above SyncDictionaries work much like [SyncLists](SyncLists): when you make a change on the server the change is propagated to all clients and the Callback is called. To use it, create a class that derives from `SyncDictionary` for your specific type. This is necesary because the Weaver will add methods to that class. Then add a field to your NetworkBehaviour class. ## Simple Example ```cs using UnityEngine; using Mirror; public class ExamplePlayer : NetworkBehaviour { public class SyncDictionaryStringItem : SyncDictionary {} public struct Item { public string name; public int hitPoints; public int durability; } public SyncDictionaryStringItem Equipment = new SyncDictionaryStringItem(); public void OnStartServer() { Equipment.Add("head", new Item { name = "Helmet", hitPoints = 10, durability = 20 }); Equipment.Add("body", new Item { name = "Epic Armor", hitPoints = 50, durability = 50 }); Equipment.Add("feet", new Item { name = "Sneakers", hitPoints = 3, durability = 40 }); Equipment.Add("hands", new Item { name = "Sword", hitPoints = 30, durability = 15 }); } private void OnStartClient() { // Equipment is already populated with anything the server set up // but we can subscribe to the callback in case it is updated later on Equipment.Callback += OnEquipmentChange; } private void OnEquipmentChange(SyncDictionaryStringItem.Operation op, string key, Item item) { // equipment changed, perhaps update the gameobject Debug.Log(op + " - " + key); } } ```