Sync Property
For synchronizing not frequently updated GameObject States
Last updated
For synchronizing not frequently updated GameObject States
Last updated
Sync Properties are created in the Unity Editor Inspector by clicking the Add Sync Property button.
You can have up to 250 Sync Properties in one Sync Property Agent.
Maximum message size of a syncProperty is 4KB.
Name | Function |
Name | Unique name of the Sync Property. Sync Property name must be unique in the same Sync Property Agent Component. |
Type | Bool: Bool Property Float: Float Property Int: Int Property String: String Property Vector 3: Vector 3 Property Vector 2: Vector 2 Property Serializable: Serializable Property TinyJSON: Any class and struct property |
Conflict Resolution | Mine: takes the local change Their: takes the remote change Custom: use a custom method to resolve the conflict |
Data | The current value of the Sync Property |
Version | The current Version of the Sync Property |
Event | Description |
OnValueChange | Invoked when the Sync Property is modified. |
OnConflict | Invoked when conflict occurs and Conflict Resolution is set to Custom. |
OnReady | invoked when the Sync Property finished fetching its value from the game server and is ready to be used. |
Sync Properties can be modified by calling SWNetwork API in C# scripts
Modify Sync Property
Get Sync Property
Read Sync property values
In this example, an Int Synced Property of name "hp" is modified.
To get updates when a SyncProperty is modified, you can add a handler to the OnValueChange event of the SyncProperty.