Version: 2018.1

SyncListString

class in UnityEngine.Networking

/

Inherits from:Networking.SyncList_1

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Description

This is a list of strings that will be synchronized from the server to clients.

Static Functions

ReadReferenceAn internal function used for serializing SyncList member variables.

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.