Version: 2017.2


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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.

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; } } }