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Question by Noek1993 · Sep 18, 2015 at 11:09 AM · c#networkingscriptableobjectsynchronization

ScriptableObjects and SyncVars, is it posible?

In a RTS project I am working on I am using a ScriptableObject to store faction information. When a game starts and a player is spawned, a faction is assigned to a player object. These factions are predifined and are created inside the editor.

 public class Player : NetworkBehaviour 
 {
     [SyncVar]
     public Faction faction;
 }

 public class Faction : ScriptableObject
 {
     public List<Unit>units;
 }

The problem is that the game crashes after starting a multiplayer game. If I remove the SyncVar the game run fine, but the faction won't be synchronized. Is there any way I can synchronize a reference to a Faction or any ScriptableObject? Or do I need to do this my hand with the use of commands and rpcs?

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Answer by Bunny83 · Sep 18, 2015 at 11:16 AM

No, you can't use SyncVars in ScriptableObjects. How do you think that would work out? Only objects with a NetworkIdentity component are able to be synced. The SyncVar attribute just acts as a "post-processor directive". So Unity will, after your scripts are compiled, replace those variables with properties and add additional code which uses RPCs / Commands to sync the variable content whenever it's changed.

ScriptableObjects make only sense if you have data which you want to serialize as seperate assets in the editor.

For a network game you should probably have some kind of persistent manager object in your scene. Just make Faction a MonoBehaviour and attach it to an empty child of the manager.

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avatar image AutoFire-II · Jun 11, 2018 at 06:43 PM 0
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This is unfortunate, but to be expected. SyncVar seemed to do a fair amount under the hood, so it makes sense that it only works with a few types.

.

If ScriptableObject syncing is a must, I'm guessing that this requires some specialized code within the ScriptableObject itself. But I'm not exactly sure what that'd look like quite yet...

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