Complete the code to declare a synchronized variable in Unity using Mirror.
[SyncVar] private [1] playerHealth = 100;
The [SyncVar] attribute is used to mark variables that should be synchronized across the network. Here, int is the correct type for health.
Complete the code to send a command from the client to the server in Unity Mirror.
[Command] public void CmdChangeColor(Color [1]) { playerColor = color; }The parameter name color matches the variable used inside the method to update playerColor.
Fix the error in the code to properly synchronize a player's score using SyncVar hook.
[SyncVar(hook = nameof(OnScoreChanged))] private int [1];
void OnScoreChanged(int oldScore, int newScore) {
scoreText.text = newScore.ToString();
}The variable name score matches the hook method's expected parameter and usage.
Fill both blanks to create a filtered dictionary for high scores (above 10).
private Dictionary<string, int> playerScores = new Dictionary<string, int>(); var highScores = playerScores.Where(kvp => kvp.Value > 10).ToDictionary(kvp => kvp.[1], kvp => kvp.[2]);
To create a filtered dictionary using LINQ, use Key for keys and Value for values, filtering scores greater than 10.
Fill all three blanks to correctly update and synchronize a player's position on the server.
[Command] public void CmdUpdatePosition(Vector3 [1]) { transform.[2] = [3]; }
localPosition instead of position changes local space, not world space.The method receives newPosition, which is assigned to transform.position to update the player's position on the server.