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Question by kostya05 · Oct 15, 2015 at 01:37 PM · c#networkingrpcclientclient-server

SyncVar works not always

In advance I apologize for my google translate

Why time is synchronized, and hp isn't synchronized?

 public static class NetworkCommands
 {
     public enum TypeField { OnlyServer, OnlyClient, All };
 
 static public void PostFloat(ref float obj, float value, NetworkBehaviour scr, TypeField type = TypeField.All)
     {
         if (scr.isServer && type != TypeField.OnlyClient)
             RpcCommands.RpcFloat(out obj, value);
         else if (type != TypeField.OnlyServer)
             CmdCommands.CmdFloat(out obj, value);
     }
 
     static public void PostInt(ref int obj, int value, NetworkBehaviour scr, TypeField type = TypeField.All)
     {
         if (scr.isServer && type != TypeField.OnlyClient)
             RpcCommands.RpcInt(out obj, value);
         else if (type != TypeField.OnlyServer)
             CmdCommands.CmdInt(out obj, value);
     }
 
 static class RpcCommands
 {
 [ClientRpc]
         static public void RpcFloat(out float obj, float value)
         {
             obj = value;
         }
 
         [ClientRpc]
         static public void RpcInt(out int obj, int value)
         {
             obj = value;
         }
 }
 
 //Class with a bug
 public class Game : NetworkBehaviour {
 [SyncVar] public int hp;
 [SyncVar] public float timer;
 
     [ClientCallback]
     public void Update()
     {
         if (!isStartGame)
             return;
 
         timer -= Time.deltaTime;
         
 
         Energy = EnergyMax - MainScore * 0.02f;
     }
 
     [ServerCallback]
     public void FixedUpdate()
     {
         if (timer <= 0 || NeedTimerUpdate)
         {
         NetworkCommands.PostFloat(ref hp, hp-1, this); //Work only for host, if client reconnect to game, then "hp" receives sync value
         NetworkCommands.PostFloat(ref timer, Energy, this); //Work always for host and client
         }
     }
 
 }
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