Host Health

Hi guys! I just want to say that I am a complete beginner and I’m trying to make a simple LAN game using UNet, I have a code for the Player Health with a syncvar health:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Networking;

public class PlayerHealth : NetworkBehaviour
{
    public Text healthtxt;
    [SyncVar]public int health = 100;

    private void Update()
    {
        healthtxt.text = "HEALTH = " + health;
    }
    private void OnTriggerEnter(Collider other)
    {
       if(other.CompareTag("Sword"))
        {
            TakeDamage(other);
        }
    }
    void TakeDamage(Collider cmd_other)
    {
        health -= cmd_other.gameObject.GetComponent<SwordDamage>().damage;
    }

}

the thing is that the host is not updating his health value and neither the text, and I can’t figure out why, some help would be very much appreciated

Add a [ServerCallback] tag to your OnTrigger function. This makes sure that you only modify the health on the server. It should then automatically sync to the client.