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CloseUsed to customize synchronization of variables in a script watched by a network view.
It is automatically determined if the variables being serialized should be sent or received, see example below for a better description. This depends on who owns the object, i.e. the owner sends and all others receive.
// This objects health information
var currentHealth : int;
function OnSerializeNetworkView(stream : BitStream, info : NetworkMessageInfo) { var health : int = 0; if (stream.isWriting) { health = currentHealth; stream.Serialize(health); } else { stream.Serialize(health); currentHealth = health; } }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public int currentHealth; void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info) { int health = 0; if (stream.isWriting) { health = currentHealth; stream.Serialize(ref health); } else { stream.Serialize(ref health); currentHealth = health; } } }
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