Hi guys! I just want to say that I am a complete beginner and I'm trying to make a simple LAN game using UNet, I have a code for the Player Health with a syncvar health: Code (CSharp): using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.Networking; public class PlayerHealth : NetworkBehaviour { public Text healthtxt; [SyncVar]public int health = 100; private void Update() { healthtxt.text = "HEALTH = " + health; } private void OnTriggerEnter(Collider other) { if(other.CompareTag("Sword")) { TakeDamage(other); } } void TakeDamage(Collider cmd_other) { health -= cmd_other.gameObject.GetComponent<SwordDamage>().damage; } } the thing is that the host is not updating his health value and neither the text, and I can't figure out why, some help would be very much appreciated
Add a [ServerCallback] tag to your OnTrigger function. This makes sure that you only modify the health on the server. It should then automatically sync to the client.