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Fixed in Unity 5.4.2

Votes

3

Found in

5.3.3p1

Issue ID

774970

Regression

Yes

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

Networking

-

-

Priority: 2Necessary for shipping a final release

-

Severity: 0Severity not yet defined

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. Bc39b8f327c5525e68344e45f6a26e45?d=mm

    RikuTheFuffs

    Sep 08, 2017 16:40

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

  2. 783d50c318ea066fe50bde531bf259b3?d=mm

    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.
    http://forum.unity3d.com/threads/synclist-behaviour-has-been-changed-in-5-3-2p4.387914/

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