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

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# 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<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);
}
}
```