Question about SyncVars and Unet sample games

Hi,

In Invaders sample game I’ve seen this in PlayerControl.cs file:

  [Command]
   void CmdShoot()
   {
     if (!alive)
       return;
       
     if (myBullet == null)
     {
       myBullet = (GameObject)GameObject.Instantiate(bulletPrefab, transform.position + Vector3.up, Quaternion.identity);
       myBullet.GetComponent<PlayerBullet>().owner = this;
       NetworkServer.Spawn(myBullet);
     }
   }

As you can see it’s setting “owner” property of PlayerBullet component but “owner” does not have SyncVar attribute. So my question is how this data change is propagated across the network?

Thanks

I haven’t seen the invaders game, but I would assume in this case that any time they check the bullet owner, it’s on the server. Any bullets spawned on the client would have the owner as null, but the checks are on the server anyway which is set properly.