I have a rather huge UNET project where a player has several different SyncListStructs for items, equipment, skills, quests etc. I implemented my own OnServerAddPlayer function, which:
UNET Bug when modifying SyncListStructs before AddPlayerForConnection
- Instantiates the playerPrefab
- Then loads the player data from the Database and writes it to SyncLists
- Then calls AddPlayerForConnection
UNET Bug when modifying SyncListStructs before AddPlayerForConnection