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Unity Multiplayer [SyncVar] doesn't work??

Discussion in 'Multiplayer' started by Royall, Jul 1, 2015.

  1. Royall


    Jun 15, 2013
    I have a server/client setup where the server spawns some NPC's with
    Code (CSharp):
    1. NetworkServer.Spawn(obj);
    In the enemy controller script I have
    Code (CSharp):
    1. public override bool OnSerialize(NetworkWriter writer, bool initialState) {
    2.         //Debug.Log("Send enemy update");
    3.         writer.Write(transform.position);
    4.         writer.Write(transform.rotation);
    5.         return true;
    6.     }
    7.     public override void OnDeserialize(NetworkReader reader, bool initialState) {
    8.         //Debug.Log("Receive enemy update");
    9.         enemyNewPos = reader.ReadVector3();
    10.         enemyNewRot =  reader.ReadQuaternion();
    11.     }
    to sync some positions, this all works fine if I have SetDirtyBit(1u); in the Update function (Dunno if this is correct).

    Problem is now I want to sync the name of the NPC. The name of the NPC works on the server, but it won't sync to the clients with:
    Code (CSharp):
    1. [SyncVar]
    2.     public string enemyName;
    The string stays empty when I look at the NPC on the client...

    Does anyone know whats the problem here?
  2. Vanamerax


    Jan 12, 2012
    You can not use SyncVar and overridden Serialize function simultaneously (see the 'Custom Serialization Functions' section)
    . Either add the serialization code for the name to the functions, or split the code in multiple components (which, to be honest, seems like a good idea anyway judging from the information you provided)