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SyncVar vs. Property

Discussion in 'Multiplayer' started by Firoball, Sep 18, 2015.

  1. Firoball

    Firoball

    Joined:
    Aug 6, 2015
    Posts:
    62
    Code (CSharp):
    1. UNetWeaver warning: SyncVar [m_connectionId] set from within property function [System.Void PlayerIdentity::set_ConnectionId(System.Int32)]. This will not set dirty flags.
    2. UnityEngine.Debug:LogWarning(Object)
    Will this be fixed in a later release?
    It's not a real showstopper, but sometimes usage of properties would be just what I need.