Mirror/docs/Classes/SyncVarHook.md
2019-07-07 01:52:37 -04:00

48 lines
1.6 KiB
Markdown

# SyncVar Hook
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.
- Do not try to set the property value from inside the hook. The property value will be updated after the hook completes.
- 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.
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
{
public override void OnStartServer()
{
base.OnStartServer();
playerColor = Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f);
}
[SyncVar(hook = nameof(SetColor))]
public Color playerColor = Color.black;
// Unity makes a clone of the material when
// GetComponent<Renderer>().material is used.
// Cache it here and Destroy it in OnDestroy
// to prevent a memory leak.
Material materialClone;
void SetColor(Color color)
{
if (materialClone == null)
materialClone = GetComponent<Renderer>().material;
materialClone.color = color;
}
private void OnDestroy()
{
Destroy(materialClone);
}
}
```