From the manual: "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. " (http://docs.unity3d.com/Manual/UNetStateSync.html)
That is great and is working correctly, but my SyncVars have hook functions, and these functions are only being called when the variable is changed on the server. It isn't being called when the client first logs in and gets the latest state of all...
SyncVar hook not called when client joins game
That is great and is working correctly, but my SyncVars have hook functions, and these functions are only being called when the variable is changed on the server. It isn't being called when the client first logs in and gets the latest state of all...
SyncVar hook not called when client joins game