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Duplicate
Votes
2
Found in
5.3.3f1
Issue ID
778063
Regression
No
SyncListStruct does not synchronize on NetworkBehaviour instantiation
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)
-
Kesarium
Jun 17, 2016 23:10
My previous comment is regarding Unity version 5.4.0b21
-
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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This is a duplicate of issue #775248