Legacy Documentation: Version 5.4
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SyncListStruct<T0>

class in UnityEngine.Networking

/

Inherits from: Networking.SyncList_1

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Description

This class is used for lists of structs that are synchronized from the server to clients.

To use SyncListStruct, derive a new class with your struct as the generic parameter.

no example available in JavaScript
public class MyScript : NetworkBehaviour
{

public struct POW { public int pow; public float f; }

public class SyncListPOW : SyncListStruct<POW> {

}

public SyncListPOW m_pows = new SyncListPOW(); }

Serialization methods will be auto-generated for this new class.

Inherited members

Variables

CallbackThe delegate type used for SyncListChanged.
CountReturns the number of elements in this SyncList<T>.
IsReadOnlyReports whether the SyncList<T> is read-only.

Public Functions

AddSame as List:Add() but the item is added on clients.
ClearSame as List:Clear() but the list is cleared on clients.
ContainsDetermines whether the list contains item item.
CopyToCopies the elements of the SyncList<T> to an Array, starting at a particular Array index.
DirtyMarks an item in the list as dirty, so it will be updated on clients.
GetEnumeratorReturns an enumerator that iterates through the SyncList<T>.
HandleMsgInternal function used for remote list operations.
IndexOfDetermines the index of a specific item in the SyncList<T>.
InitializeBehaviourInternal function.
InsertSame as List::Insert() but also inserts into list on clients.
RemoveSame as List:Remove except removes on clients also.
RemoveAtSame as List:Remove except it removes the index on clients also.

Protected Functions

DeserializeItemThis method is used when deserializing SyncList items from a stream.
SerializeItemThis is used to write a value object from a SyncList to a stream.

Delegates

SyncListChangedA delegate that can be populated to recieve callbacks when the list changes.