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Question by Codinablack · Apr 19, 2018 at 11:12 PM · networkingplayersynchronizationsyncproperties

How to sync a property??

Ok so here is the issue. I made my player class already, pretty much implemented a lot dependent upon player and vice-a-versa. I know about syncVars, and I know about synclists(including struct), but I am still having trouble trying to figure out how to sync my Non- MonoBehaviour or NetworkBehaviour class sync some important information.


So basically say I actually want my player's max health to be sync'd. Now say I am using a system like the one here https://forum.unity.com/threads/tutorial-character-stats-aka-attributes-system.504095/


Player is not derived from another class. Might look like this:

 using System;
 using System.Generic;
 using UnityEngine;
 
 public class Player
 {
 int _maxHealth = 0;
 
 public int MaxHealth
 {
 get{ 
 if statBonus()
 {return statBonus(_maxHealth);}
 else
 {return _maxHealth;}

I need to be able to sync the MaxHealth result somehow. I have been trying to figure out how to do this from a class that isn't MonoBehaviour or NetworkBehaviour class specifically.


Any ideas, thoughts or insights someone might want to share I would be very appreciative of some help on this matter. I do ofc have a NetworkBehaviour class like PlayerController on the player gameobject, after it is instantiated it initializes with a member of type player. Idk how this helps but I thought it was worth mentioning.

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