SyncVar Hooks
The hook attribute can be used to specify a function to be called when the SyncVar changes value on the client.
- The Hook method must have two parameters of the same type as the SyncVar property. One for the old value, one for the new value. 
- The Hook is always called after the property value is set. You don't need to set it yourself. 
- The Hook only fires for changed values, and changing a value in the inspector will not trigger an update. 
- As of version 11.1.4 (March 2020) and later, hooks can be virtual methods and overriden in a derived class. 
Below is a simple example of assigning a random color to each player when they're spawned on the server. All clients will see all players in the correct colors, even if they join later.
Note: The signature for hook methods was changed in version 9.0 (Feb 2020) to having 2 parameters (old and new values). If you're on an older version, hook methods just have one parameter (new value).
using UnityEngine;
using Mirror;
public class PlayerController : NetworkBehaviour
{
    [SyncVar(hook = nameof(OnColorChanged))]
    Color playerColor = Color.black;
    // Unity makes a clone of the Material every time GetComponent().material is used.
    // Cache it here and Destroy it in OnDestroy to prevent a memory leak.
    Material cachedMaterial;
    public override void OnStartServer()
    {
        playerColor = Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f);
    }
    void OnColorChanged(Color oldColor, Color newColor)
    {
        if (cachedMaterial == null)
            cachedMaterial = GetComponent().material;
        cachedMaterial.color = newColor;
    }
    void OnDestroy()
    {
        Destroy(cachedMaterial);
    }
}Hook call order
Hooks are invoked in the order the syncvars are defined in the file.
public class MyBehaviour : NetworkBehaviour 
{
    [SyncVar] 
    int X;
    [SyncVar(hook = nameof(Hook1))] 
    int Y;
    [SyncVar(hook = nameof(Hook2))]
    int Z;
}if X, Y, and Z are all set on the server at the same time then the call order will be:
- X value is set 
- Y value is set 
- Hook1 is called 
- Z value is set 
- Hook2 is called 
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