From 1694000d21f22d1462d9e293478cee50b4bcd722 Mon Sep 17 00:00:00 2001 From: vis2k Date: Mon, 3 Oct 2022 10:38:54 +0200 Subject: [PATCH] headers --- Assets/Mirror/Core/NetworkManager.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/Assets/Mirror/Core/NetworkManager.cs b/Assets/Mirror/Core/NetworkManager.cs index abee33c95..d1fb89e99 100644 --- a/Assets/Mirror/Core/NetworkManager.cs +++ b/Assets/Mirror/Core/NetworkManager.cs @@ -17,7 +17,7 @@ public class NetworkManager : MonoBehaviour { /// Enable to keep NetworkManager alive when changing scenes. // This should be set if your game has a single NetworkManager that exists for the lifetime of the process. If there is a NetworkManager in each scene, then this should not be set. - [Header("Configuration")] + [Header("General")] [FormerlySerializedAs("m_DontDestroyOnLoad")] [Tooltip("Should the Network Manager object be persisted through scene changes?")] public bool dontDestroyOnLoad = true; @@ -30,10 +30,12 @@ public class NetworkManager : MonoBehaviour // server/client configs are copied to static NetworkServer/Client. // instead of duplicating every setting manually. // initialized to default settings so all values aren't 0 initially. + [Header("Configs")] public NetworkServerConfig serverConfig = NetworkServerConfig.Default; public NetworkClientConfig clientConfig = NetworkClientConfig.Default; /// Should the server auto-start when 'Server Build' is checked in build settings + [Header("Headless Builds")] [Tooltip("Should the server auto-start when 'Server Build' is checked in build settings")] [FormerlySerializedAs("startOnHeadless")] public bool autoStartServerBuild = true;