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47 lines
1.9 KiB
Markdown
47 lines
1.9 KiB
Markdown
# SyncVar Hook
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[![SyncVar hook video tutorial](../../images/video_tutorial.png)](https://www.youtube.com/watch?v=T7AoozedYfI&list=PLkx8oFug638oBYF5EOwsSS-gOVBXj1dkP&index=5)
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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.
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- 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.
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- The Hook is always called after the value was set. You don't need to set it yourself.
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- The Hook only fires for changed values, and changing a value in the inspector will not trigger an update.
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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.
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> 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).
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```cs
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using UnityEngine;
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using Mirror;
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public class PlayerController : NetworkBehaviour
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{
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[SyncVar(hook = nameof(SetColor))]
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Color playerColor = Color.black;
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// Unity makes a clone of the Material every time GetComponent<Renderer>().material is used.
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// Cache it here and Destroy it in OnDestroy to prevent a memory leak.
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Material cachedMaterial;
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public override void OnStartServer()
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{
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base.OnStartServer();
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playerColor = Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f);
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}
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void SetColor(Color oldColor, Color newColor)
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{
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if (cachedMaterial == null)
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cachedMaterial = GetComponent<Renderer>().material;
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cachedMaterial.color = newColor;
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}
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void OnDestroy()
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{
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Destroy(cachedMaterial);
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}
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}
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```
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