SyncListStruct doesn't synchronizes

Hello I have a problem with SyncListStructs I have this code:

public struct player_struct {
    public string name;
    public string ID;
    public int Kills;
    public int Deaths;
    public int Points;
    public bool ready;
    public int Team;
    public player_struct(string n, string i, int t) {
        name = n;
        ID = i;
        Kills = 0;
        Points = 0;
        Deaths = 0;
        ready = false;
        Team = t;
    }
}

public class SyncListPlayer : SyncListStruct<player_struct> { }


public SyncListPlayer list_players = new SyncListPlayer();

    public override void OnStartClient() {
        list_players.Callback = list_changed;
    }

public void list_changed(SyncListPlayer.Operation op, int index) {
        print("Something has changed in list");
    }

There is no problem in the host side when I add a new player_struct with commands it prints “Something has changed in list” but in the client side I get a null pointer exception on assigning the callback (list_players.Callback = list_changed;).

This is the exception:

So there is no synchronization , I tried with SyncListString and it worked perfect, so I don’t know what is happening with the SyncListStruct.

I need help because I really need this to work to get the score on the game.

Did you ever figure this out?

can you quote the entire exception callstack please?

I too am seeing that SyncListStruct doesn’t sync. The SyncListStruct exists on the host, but not on the client. Other SyncList variables are handled fine. Unity 5.1.3.f1