Legacy Documentation: Version 5.2
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

SyncList<T0>.SyncListChanged

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public delegate SyncListChanged(op: Operation<T>, itemIndex: int): void;
public delegate void SyncListChanged(Operation<T> op, int itemIndex);

Parameters

op The operation that occurred.
itemIndex The index of the item that was effected.

Description

A delegate that can be populated to recieve callbacks when the list changes.

For example this function is called when the m_ints list changes:

#pragma strict
public class MyBehaviour extends NetworkBehaviour {
	public var m_ints = new SyncListInt();
	private function OnIntChanged(op, index) {
		Debug.Log("list changed " + op);
	}
	public override function OnStartClient() {
		m_ints.Callback = OnIntChanged;
	}
}
public  class MyBehaviour : NetworkBehaviour
{
	public SyncListInt m_ints = new SyncListInt();

private void OnIntChanged(SyncListInt.Operation op, int index) { Debug.Log("list changed " + op); }

public override void OnStartClient() { m_ints.Callback = OnIntChanged; } }

It is best to populate the delagate during the OnStartClient() callback function. Doing it earlier can lead to it being lost when the initial list value is applied.