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Question by UnityEngine · Sep 09, 2016 at 10:55 PM · scripting problem

How do you make a SyncList gather data from before the user was connected?

Hello,

I have run into a very confusing problem.

SyncList seem to only sync from the point that a user connects. This means that all data in the list previous to the user connecting, is not synced.

For example.

Player 1 connects first and picks up itemA (which adds an item to the SyncList) Player 2 connects after itemA was picked up. Does not see itemA in the SyncList. Player 1 then picks up itemB. This time player2 see's itemB in the SyncList, but still not itemA.

So my question is, how can I make sure that the contents of a SyncList are downloaded properly when the user first connects?

Here is a little code for those who would like to see it. I am using a SyncListStruct to pass a UniqueID and an itemSlot in the SyncList.

public class Container {

public struct SyncListItemInfo { public SyncListItemInfo(string _sUID, int _itemSlot) { sUID = _sUID; itemSlot = _itemSlot; }

     public string sUID;
     public int itemSlot;
 }

 public class SyncListItemInfos : SyncListStruct<SyncListItemInfo>
 {

 }

 [SerializeField]
 public SyncListItemInfos ItemInfos = new SyncListItemInfos();

 [Server]
 public void AddItem(Item item, int itemSlot)
 {
       ItemInfos.Add(new SyncListItemInfo(item.sUID, itemSlot));
 }

}

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