UNET SyncVar how to sync on 3rd player connect

Hi,

I have implemented the networking mini game in this tutorial , and it works perfectly.

I have set up the health as a SyncVar and it sync to the current connected players.

    [SyncVar(hook = "OnChangeHealth")]
    public int currentHealth = maxHealth;

My problem is that when a 3rd player connects after the first 2 players have lost some health then the health is not synced on player connect.

Is there a way to get the SyncVar or another mechanism to get the value synced on player connect?

Or trigger OnChangeHealth for every connected player again is also fine for me - but how?

You could try out the next, not maybe the best solution but might do the trick :

This local client has started, so we want to locally get the state of healthbars of every player

public override void OnStartLocalPlayer(){
    base.OnStartLocalPlayer();
    Health[] healthArray = FindObjectsOfType<Health>();
    for(int i = 0; i < healthArray.Length; i++){
         healthArray_.healthBar.sizeDelta = new Vector2(healthArray*.health,*_ 

healthArray*.healthBar.sizeDelta.y);*
}
}