Unity3d UNET SyncListString working example based on existing test project

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Description

I need an example of a Unity3d UNET project, using SyncListString in NetworkBehaviour, that are able to do the following:

1) .Add, .RemoveAt, .Clear with the SyncList

2) The SyncListString should be synchronized between all players all the time

3) The SyncListString should be defined as "public" so it is possible to visually check that all data is synced at all directions and updated (especially Remote-Player to Host-Player)

Attached is a small script that you should use a a base structure. This script does sync the SyncListString from the Host-Player to the Remote-Player but not the other way around. I have also attached 2 x pictures showing the scen setup.

All that I am after is a working example of SyncListString with the possibility, by the click of a button, to perform all the SyncList associated functions and synchronize the updates to-from all players.

Skills: C# Programming, Unity 3D

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Project ID: #12208522

Awarded to:

LudicMind

From the documentation: "This is a list of strings that will be synchronized from the server to clients." This means it will sync only from server to clients, not viceversa. A simple solution is to send a command (h More

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