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Fixed in 5.4.2



Found in


Issue ID




[SyncList] Callback called by SyncList value change still has old value inside Callback function



Steps to reproduce:

1. Open attached project
2. Open scene "test"
3. Run scene and host server
4. In console, notice Debug.Log printed by callback: OnListChanged value: 0

Expected result: Debug.Log: OnListChanged value: 1

Not reproducible: 5.2.4f1
Regression introduced in: 5.3.2p4
Reproduced with: 5.3.3p1, 5.4.0b8

Comments (2)

  1. RikuTheFuffs

    Sep 08, 2017 16:40

    Looks like this bug came back in unity 5.6 and 2017...

  2. Zullar

    Jun 09, 2016 21:06

    This is not really a bug as much as a design issue. The SyncList callback needs to somehow have access to both oldValue and newValue, but it doesn't... you only have access to the newValue.

    I made a post here better explaining why this design issue will make SyncList unusable in some cases.

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