It looks like my clients are unable to receive things from a SyncVar. Clients get this message when they join a server:
Unknown message ID 50 connId:1
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:LogError(Object)
UnityEngine.Networking.NetworkConnection:HandleMessage(Dictionary`2, NetworkReader, Int32, Int32) (at C:\buildslave\unity\build\Extensions\Networking\Runtime\NetworkConnection.cs:338)
UnityEngine.Networking.NetworkClient:Update() (at C:\buildslave\unity\build\Extensions\Networking\Runtime\NetworkClient.cs:472)
UnityEngine.Networking.NetworkClient:UpdateClients() (at C:\buildslave\unity\build\Extensions\Networking\Runtime\NetworkClient.cs:686)
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate() (at C:\buildslave\unity\build\Extensions\Networking\Runtime\NetworkIdentity.cs:725)
(Filename: C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkConnection.cs Line: 338)
However, after this point, everything seems to work, apart from the fact that they don’t get the initial values.
I have this:
public class SyncListPlayerInfo : SyncListStruct<PlayerInfo> {
}
And this:
[SyncVar( hook = "OnPlayerListChange" )]
public SyncListPlayerInfo players = new SyncListPlayerInfo();
Am I missing something?