Network.OnSerializeNetworkView(BitStream,NetworkMessageInfo)
Description

Used to customize synchronization of variables in a script watched by a network view.

It is automatically determined if the variables being serialized should be sent or received, see example below for a better description. This depends on who owns the object, i.e. the owner sends and all others receive.
	// This objects health information

var currentHealth : int;

function OnSerializeNetworkView(stream : BitStream, info : NetworkMessageInfo) { var health : int = 0; if (stream.isWriting) { health = currentHealth; stream.Serialize(health); } else { stream.Serialize(health); currentHealth = health; } }
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    public int currentHealth;
    void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info) {
        int health = 0;
        if (stream.isWriting) {
            health = currentHealth;
            stream.Serialize(ref health);
        } else {
            stream.Serialize(ref health);
            currentHealth = health;
        }
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	public currentHealth as int

	def OnSerializeNetworkView(stream as BitStream, info as NetworkMessageInfo) as void:
		health as int = 0
		if stream.isWriting:
			health = currentHealth
			stream.Serialize()
		else:
			stream.Serialize()
			currentHealth = health