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
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; } } }