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Question by Slemgrim · Nov 01, 2017 at 01:31 PM · networksync

Sync dynamic properties to clients

In my game i store player properties as a dictionary since i have a lot of them:

 public class Resources : NetworkBehaviour {
     public enum Property {health, energy, radiation, speed, etc.}
 
     private Dictionary<Property, float> properties = new Dictionary<Property, float>();
 
     public void ChangeProperty(Property prop, float value){
         properties[prop] = value;
     }
 }

I can easily introduce new properties that way and also prevent duplicate entries. The properties can only be changed on the server. But how do I sync them to all clients? Every client should know about all the properties of all other clients (for UI reasons).

I startet with an RPC call but that doesn't work because the other players don't have localPlayerAuthority. That would only change the properties for the localPlayer.

How would someone achieve this?

I guess one possible solution would be a properties GameObject with serverAuthority which is referenced by the player objects. The dictionaries could be changed to list of structs and synced over SyncListStruct

Is there a simpler or more efficient way?

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