Mirror/doc/Guides/Sync/SyncVarHook.md
2020-02-23 02:48:21 -05:00

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SyncVar Hook

SyncVar hook video tutorial

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).

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<Renderer>().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<Renderer>().material;

        cachedMaterial.color = newColor;
    }

    void OnDestroy()
    {
        Destroy(cachedMaterial);
    }
}