diff --git a/Assets/Mirror/Runtime/NetworkManager.cs b/Assets/Mirror/Runtime/NetworkManager.cs
index 1024eb586..fe03e2bbf 100644
--- a/Assets/Mirror/Runtime/NetworkManager.cs
+++ b/Assets/Mirror/Runtime/NetworkManager.cs
@@ -1000,22 +1000,15 @@ public static void RegisterStartPosition(Transform start)
startPositions = startPositions.OrderBy(transform => transform.GetSiblingIndex()).ToList();
}
- ///
- /// Unregisters the transform of a game object as a player spawn location.
- /// This is done automatically by the NetworkStartPosition component, but can be done manually from user code.
- ///
- /// Transform to unregister.
+ /// Unregister a Transform from start positions.
+ // TODO why is this static?
public static void UnRegisterStartPosition(Transform start)
{
// Debug.Log("UnRegisterStartPosition: (" + start.gameObject.name + ") " + start.position);
startPositions.Remove(start);
}
- ///
- /// This finds a spawn position based on NetworkStartPosition objects in the scene.
- /// This is used by the default implementation of OnServerAddPlayer.
- ///
- /// Returns the transform to spawn a player at, or null.
+ /// Get the next NetworkStartPosition based on the selected PlayerSpawnMethod.
public Transform GetStartPosition()
{
// first remove any dead transforms
@@ -1053,6 +1046,7 @@ void OnServerConnectInternal(NetworkConnection conn)
}
// called after successful authentication
+ // TODO do the NetworkServer.OnAuthenticated thing from x branch
void OnServerAuthenticated(NetworkConnection conn)
{
//Debug.Log("NetworkManager.OnServerAuthenticated");