diff --git a/Assets/Mirror/Runtime/NetworkIdentity.cs b/Assets/Mirror/Runtime/NetworkIdentity.cs
index a09c953a6..cb72fbb06 100644
--- a/Assets/Mirror/Runtime/NetworkIdentity.cs
+++ b/Assets/Mirror/Runtime/NetworkIdentity.cs
@@ -43,64 +43,64 @@ namespace Mirror
/// The flow for serialization updates managed by the NetworkIdentity is:
///
///
- /// -
+ ///
-
/// Each NetworkBehaviour has a dirty mask. This mask is available inside OnSerialize as syncVarDirtyBits
- ///
- /// -
+ ///
+ /// -
/// Each SyncVar in a NetworkBehaviour script is assigned a bit in the dirty mask.
- ///
- /// -
+ ///
+ /// -
/// Changing the value of SyncVars causes the bit for that SyncVar to be set in the dirty mask
- ///
- /// -
+ ///
+ /// -
/// Alternatively, calling SetDirtyBit() writes directly to the dirty mask
- ///
- /// -
+ ///
+ /// -
/// NetworkIdentity objects are checked on the server as part of it's update loop
- ///
- /// -
+ ///
+ /// -
/// If any NetworkBehaviours on a NetworkIdentity are dirty, then an UpdateVars packet is created for that object
- ///
- /// -
+ ///
+ /// -
/// The UpdateVars packet is populated by calling OnSerialize on each NetworkBehaviour on the object
- ///
- /// -
+ ///
+ /// -
/// NetworkBehaviours that are NOT dirty write a zero to the packet for their dirty bits
- ///
- /// -
+ ///
+ /// -
/// NetworkBehaviours that are dirty write their dirty mask, then the values for the SyncVars that have changed
- ///
- /// -
+ ///
+ /// -
/// If OnSerialize returns true for a NetworkBehaviour, the dirty mask is reset for that NetworkBehaviour,
/// so it will not send again until its value changes.
- ///
- /// -
+ ///
+ /// -
/// The UpdateVars packet is sent to ready clients that are observing the object
- ///
+ ///
///
///
///
///
/// On the client:
///
- /// -
+ ///
-
/// an UpdateVars packet is received for an object
- ///
- /// -
+ ///
+ /// -
/// The OnDeserialize function is called for each NetworkBehaviour script on the object
- ///
- /// -
+ ///
+ /// -
/// Each NetworkBehaviour script on the object reads a dirty mask.
- ///
- /// -
+ ///
+ /// -
/// If the dirty mask for a NetworkBehaviour is zero, the OnDeserialize functions returns without reading any more
- ///
- /// -
+ ///
+ /// -
/// If the dirty mask is non-zero value, then the OnDeserialize function reads the values for the SyncVars that correspond to the dirty bits that are set
- ///
- /// -
+ ///
+ /// -
/// If there are SyncVar hook functions, those are invoked with the value read from the stream.
- ///
+ ///
///
///
[DisallowMultipleComponent]
@@ -272,18 +272,18 @@ public NetworkVisibility visibility
/// The AssetId trick:
/// listheader>
///
- /// -
+ ///
-
/// Ideally we would have a serialized 'Guid m_AssetId' but Unity can't
/// serialize it because Guid's internal bytes are private
- ///
- /// -
+ ///
+ /// -
/// UNET used 'NetworkHash128' originally, with byte0, ..., byte16
/// which works, but it just unnecessary extra code
- ///
- /// -
+ ///
+ /// -
/// Using just the Guid string would work, but it's 32 chars long and
/// would then be sent over the network as 64 instead of 16 bytes
- ///
+ ///
///
/// The solution is to serialize the string internally here and then
/// use the real 'Guid' type for everything else via .assetId