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Network.OnSerializeNetworkView(BitStream,NetworkMessageInfo)

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Description

Used 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;
        }
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public currentHealth as int

	def OnSerializeNetworkView(stream as BitStream, info as NetworkMessageInfo) as void:
		health as int = 0
		if stream.isWriting:
			health = currentHealth
			stream.Serialize()
		else:
			stream.Serialize()
			currentHealth = health