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Utilizado para personalizar la sincronización de variables en un script observado por un 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

using UnityEngine; using System.Collections;

public class ExampleClass : MonoBehaviour { public int currentHealth = 0;

void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info) { if (stream.isWriting) { int healthC = currentHealth; stream.Serialize(ref healthC); } else { int healthZ = 0; stream.Serialize(ref healthZ); currentHealth = healthZ; } } }