diff --git a/Assets/Mirror/Runtime/NetworkBehaviour.cs b/Assets/Mirror/Runtime/NetworkBehaviour.cs
index 25d390637..7d3b652ce 100644
--- a/Assets/Mirror/Runtime/NetworkBehaviour.cs
+++ b/Assets/Mirror/Runtime/NetworkBehaviour.cs
@@ -45,8 +45,7 @@ public abstract class NetworkBehaviour : MonoBehaviour
/// True if this object is on the client-only, not host.
public bool isClientOnly => netIdentity.isClientOnly;
- /// This returns true if this object is the authoritative version of the object in the distributed network application.
- // keeping this ridiculous summary as a reminder of a time long gone...
+ /// True on client if that component has been assigned to the client. E.g. player, pets, henchmen.
public bool hasAuthority => netIdentity.hasAuthority;
/// The unique network Id of this object (unique at runtime).
diff --git a/Assets/Mirror/Runtime/NetworkIdentity.cs b/Assets/Mirror/Runtime/NetworkIdentity.cs
index 9865d7985..a14e6ff29 100644
--- a/Assets/Mirror/Runtime/NetworkIdentity.cs
+++ b/Assets/Mirror/Runtime/NetworkIdentity.cs
@@ -88,11 +88,7 @@ public sealed class NetworkIdentity : MonoBehaviour
/// True if this object exists on a client that is not also acting as a server.
public bool isClientOnly => isClient && !isServer;
- /// True if this object is the authoritative player object on the client.
- // Determined at runtime. For most objects, authority is held by the server.
- // For objects that had their authority set by AssignClientAuthority on
- // the server, this will be true on the client that owns the object. NOT
- // on other clients.
+ /// True on client if that component has been assigned to the client. E.g. player, pets, henchmen.
public bool hasAuthority { get; internal set; }
/// The set of network connections (players) that can see this object.