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; } } }