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Duplicate

Votes

2

Found in

5.3.3f1

Issue ID

778063

Regression

No

SyncListStruct does not synchronize on NetworkBehaviour instantiation

Networking

-

How to reproduce:

1. Open attached project
2. Build project to Standalone and run
3. Host a server on the Standalone player
4. Click the 'Add struct to player SyncList' button
5. Play the scene Main.unity in the editor
6. Join as client
7. Examine the Player (Clone) gameobjects
- Note that one of them has a '1' in the intList, but does not have anything in the customList
- Clicking the Add struct button in the Host again causes the client to properly sync an additional '1' in the intList and an item in the customList

- Reproduced in Version 5.2.4f1 (98095704e6fe), Version 5.3.3p3 (1c43f6d3d3c3), Version 5.4.0b9 (04b47bfe5580)

Comments (2)

  1. Kesarium

    Jun 17, 2016 23:10

    My previous comment is regarding Unity version 5.4.0b21

  2. Kesarium

    Jun 17, 2016 23:08

    I was modifying a newly instantiated Game Object's SyncListStruct before calling NetworkServer.Spawn() on the game object and clients were not getting the modified SyncListStruct when the game object was spawned.

    I instead modified the newly instantiated Game Object's SyncListStruct after calling NetworkServer.Spawn() on the game object and it is now synchronizing correctly to clients as the game object is spawned.

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