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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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