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Question by WronaA · Sep 02, 2020 at 07:35 PM · scripting problemserversyncsynchronizing

How to Sync between Clinet->Server? (Mirror)

Hello, So I'm making a 2d survival game, at this point I made Seasons change (Script is running only on Host) within all of the clients and host. But there is a problem with the Variable "Cuted", I want it to be changeable by the Client to! I know that I need to use Command and ClientRpc but I am just too dump for it, when I wanted to do that by this way no one was able to change that. So my question is: How should function that will change SyncVar between Clinet->Server and Server->Client looks?

 [SyncVar(hook = nameof(help))]
 public bool Winter;
 [SyncVar(hook = nameof(help))]
 public bool Summer;
 [SyncVar(hook = nameof(help))]
 public bool Spring;
 [SyncVar(hook = nameof(help))]
 public bool Autumn;
 [SyncVar(hook = nameof(help))]
 public bool Cuted;

 public Sprite CutedSprite;
 public Sprite AutumnSprite; 
 public Sprite WinterSprite;
 public Sprite SpringSprite;
 public Sprite SummerSprite;

 void Start()
 {
     help(true, false);
 }

 public void help(bool jprdlnwmocochodzialemozezadziala, bool ejserionwmcojarobie)
 {
     if (Cuted == true)
     {
         this.gameObject.GetComponent<SpriteRenderer>().sprite = CutedSprite;
     }
     else if (Autumn == true)
     {
         this.gameObject.GetComponent<SpriteRenderer>().sprite = AutumnSprite;
     }
     else if (Winter == true)
     {
         this.gameObject.GetComponent<SpriteRenderer>().sprite = WinterSprite;
     }
     else if (Spring == true)
     {
         this.gameObject.GetComponent<SpriteRenderer>().sprite = SpringSprite;
     }
     else if (Summer == true)
     {
         this.gameObject.GetComponent<SpriteRenderer>().sprite = SummerSprite;
     }
 }
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