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               Question by 
               Roiw · Feb 04, 2016 at 03:33 PM · 
                networkingnetworksynchronizationsync  
              
 
              SyncVar works with disabled components?
Hello everybody,
I have a command that changes a bool on my server. On the server side I can see that the bool has changed to the value that I want but the changes never made it to the clients. I wonder if its because on the server the script is disabled ( It's my character script that's why its disabled.').
This is my command.
 [Command]
 public void CmdGetMissile(GameObject missileToGet)
     {
         Debug.Log ("Player Collecting Missile!");
         // Displays the missile on the player
         MissileBack.SetActive(true);
         // Delete old missile.
         NetworkServer.Destroy(missileToGet);
         // Hook the missile to the player
         this.hasMissile = true;
         // Update the PickupManager on the server
         GameObject.Find ("PickupManager").GetComponent<PickupManager>().missileList[missileToGet.GetComponent<Missile>().posIndex] = false;
     }
This is my SyncVar
    [SyncVar(hook="OnChangeHasMissile")]
     public bool hasMissile = false;
     // This runs on clients
     public void OnChangeHasMissile( bool newValue)
     {
         Debug.Log("OnChangeHasMissile hook has been achieved");
         hasMissile = newValue;
         MissileBack.SetActive (true);
     }
What do you guys think? Is it because the component is not enabled on the server? Did I miss something?
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