Hi,
Reading the definition for a SyncVar in the UNET documentation states the following:
"SyncVars are member variables of NetworkBehaviour scripts that are synchronized from the server to clients. When an object is spawned, or a new player joins a game in progress, they are sent the latest state of all SyncVars on networked objects that are visible to them"
This to me reads that if I have a game started as a server with the server's player already in-game, and then I join a client...
SyncVars and updates for players for clients joining after the server
Reading the definition for a SyncVar in the UNET documentation states the following:
"SyncVars are member variables of NetworkBehaviour scripts that are synchronized from the server to clients. When an object is spawned, or a new player joins a game in progress, they are sent the latest state of all SyncVars on networked objects that are visible to them"
This to me reads that if I have a game started as a server with the server's player already in-game, and then I join a client...
SyncVars and updates for players for clients joining after the server