diff --git a/Assets/ScriptTemplates/50-Mirror__Network Manager-NewNetworkManager.cs.txt b/Assets/ScriptTemplates/50-Mirror__Network Manager-NewNetworkManager.cs.txt
index 392337a44..7db37569a 100644
--- a/Assets/ScriptTemplates/50-Mirror__Network Manager-NewNetworkManager.cs.txt
+++ b/Assets/ScriptTemplates/50-Mirror__Network Manager-NewNetworkManager.cs.txt
@@ -131,14 +131,14 @@ public class #SCRIPTNAME# : NetworkManager
/// Unity calls this on the Server when a Client connects to the Server. Use an override to tell the NetworkManager what to do when a client connects to the server.
///
/// Connection from client.
- public override void OnServerConnect(NetworkConnection conn) { }
+ public override void OnServerConnect(NetworkConnectionToClient conn) { }
///
/// Called on the server when a client is ready.
/// The default implementation of this function calls NetworkServer.SetClientReady() to continue the network setup process.
///
/// Connection from client.
- public override void OnServerReady(NetworkConnection conn)
+ public override void OnServerReady(NetworkConnectionToClient conn)
{
base.OnServerReady(conn);
}
@@ -148,7 +148,7 @@ public class #SCRIPTNAME# : NetworkManager
/// The default implementation for this function creates a new player object from the playerPrefab.
///
/// Connection from client.
- public override void OnServerAddPlayer(NetworkConnection conn)
+ public override void OnServerAddPlayer(NetworkConnectionToClient conn)
{
base.OnServerAddPlayer(conn);
}
@@ -158,7 +158,7 @@ public class #SCRIPTNAME# : NetworkManager
/// This is called on the Server when a Client disconnects from the Server. Use an override to decide what should happen when a disconnection is detected.
///
/// Connection from client.
- public override void OnServerDisconnect(NetworkConnection conn)
+ public override void OnServerDisconnect(NetworkConnectionToClient conn)
{
base.OnServerDisconnect(conn);
}
@@ -169,7 +169,7 @@ public class #SCRIPTNAME# : NetworkManager
///
/// Connection of the client...may be null
/// Exception thrown from the Transport.
- public override void OnServerError(NetworkConnection conn, Exception exception) { }
+ public override void OnServerError(NetworkConnectionToClient conn, Exception exception) { }
#endregion
diff --git a/Assets/ScriptTemplates/51-Mirror__Network Authenticator-NewNetworkAuthenticator.cs.txt b/Assets/ScriptTemplates/51-Mirror__Network Authenticator-NewNetworkAuthenticator.cs.txt
index 22ad46d7f..28b31619a 100644
--- a/Assets/ScriptTemplates/51-Mirror__Network Authenticator-NewNetworkAuthenticator.cs.txt
+++ b/Assets/ScriptTemplates/51-Mirror__Network Authenticator-NewNetworkAuthenticator.cs.txt
@@ -35,14 +35,14 @@ public class #SCRIPTNAME# : NetworkAuthenticator
/// Called on server from OnServerAuthenticateInternal when a client needs to authenticate
///
/// Connection to client.
- public override void OnServerAuthenticate(NetworkConnection conn) { }
+ public override void OnServerAuthenticate(NetworkConnectionToClient conn) { }
///
/// Called on server when the client's AuthRequestMessage arrives
///
/// Connection to client.
/// The message payload
- public void OnAuthRequestMessage(NetworkConnection conn, AuthRequestMessage msg)
+ public void OnAuthRequestMessage(NetworkConnectionToClient conn, AuthRequestMessage msg)
{
AuthResponseMessage authResponseMessage = new AuthResponseMessage();
diff --git a/Assets/ScriptTemplates/52-Mirror__Network Behaviour-NewNetworkBehaviour.cs.txt b/Assets/ScriptTemplates/52-Mirror__Network Behaviour-NewNetworkBehaviour.cs.txt
index 3c5f05fed..a53aee496 100644
--- a/Assets/ScriptTemplates/52-Mirror__Network Behaviour-NewNetworkBehaviour.cs.txt
+++ b/Assets/ScriptTemplates/52-Mirror__Network Behaviour-NewNetworkBehaviour.cs.txt
@@ -53,7 +53,7 @@ public class #SCRIPTNAME# : NetworkBehaviour
///
/// This is invoked on behaviours that have authority, based on context and NetworkIdentity.hasAuthority.
/// This is called after OnStartServer and before OnStartClient.
- /// When AssignClientAuthority is called on the server, this will be called on the client that owns the object. When an object is spawned with NetworkServer.Spawn with a NetworkConnection parameter included, this will be called on the client that owns the object.
+ /// When AssignClientAuthority is called on the server, this will be called on the client that owns the object. When an object is spawned with NetworkServer.Spawn with a NetworkConnectionToClient parameter included, this will be called on the client that owns the object.
///
public override void OnStartAuthority() { }
diff --git a/Assets/ScriptTemplates/53-Mirror__Custom Interest Management-CustomInterestManagement.cs.txt b/Assets/ScriptTemplates/53-Mirror__Custom Interest Management-CustomInterestManagement.cs.txt
index 7ad5b779f..37df416d6 100644
--- a/Assets/ScriptTemplates/53-Mirror__Custom Interest Management-CustomInterestManagement.cs.txt
+++ b/Assets/ScriptTemplates/53-Mirror__Custom Interest Management-CustomInterestManagement.cs.txt
@@ -19,7 +19,7 @@ public class #SCRIPTNAME# : InterestManagement
/// Network Connection of a client.
/// True if the client can see this object.
[ServerCallback]
- public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnection newObserver)
+ public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
{
// Default behaviour of making the identity object visible to all clients.
// Replace this code with your own logic as appropriate.
@@ -34,7 +34,7 @@ public class #SCRIPTNAME# : InterestManagement
/// cached hashset to put the result into
/// true if being rebuilt for the first time
[ServerCallback]
- public override void OnRebuildObservers(NetworkIdentity identity, HashSet newObservers, bool initialize)
+ public override void OnRebuildObservers(NetworkIdentity identity, HashSet newObservers, bool initialize)
{
// Default behaviour of making the identity object visible to all clients.
// Replace this code with your own logic as appropriate.
diff --git a/Assets/ScriptTemplates/54-Mirror__Network Room Manager-NewNetworkRoomManager.cs.txt b/Assets/ScriptTemplates/54-Mirror__Network Room Manager-NewNetworkRoomManager.cs.txt
index 69e0d5411..a0679264c 100644
--- a/Assets/ScriptTemplates/54-Mirror__Network Room Manager-NewNetworkRoomManager.cs.txt
+++ b/Assets/ScriptTemplates/54-Mirror__Network Room Manager-NewNetworkRoomManager.cs.txt
@@ -44,13 +44,13 @@ public class #SCRIPTNAME# : NetworkRoomManager
/// This is called on the server when a new client connects to the server.
///
/// The new connection.
- public override void OnRoomServerConnect(NetworkConnection conn) { }
+ public override void OnRoomServerConnect(NetworkConnectionToClient conn) { }
///
/// This is called on the server when a client disconnects.
///
/// The connection that disconnected.
- public override void OnRoomServerDisconnect(NetworkConnection conn) { }
+ public override void OnRoomServerDisconnect(NetworkConnectionToClient conn) { }
///
/// This is called on the server when a networked scene finishes loading.
@@ -64,7 +64,7 @@ public class #SCRIPTNAME# : NetworkRoomManager
///
/// The connection the player object is for.
/// The new room-player object.
- public override GameObject OnRoomServerCreateRoomPlayer(NetworkConnection conn)
+ public override GameObject OnRoomServerCreateRoomPlayer(NetworkConnectionToClient conn)
{
return base.OnRoomServerCreateRoomPlayer(conn);
}
@@ -76,7 +76,7 @@ public class #SCRIPTNAME# : NetworkRoomManager
/// The connection the player object is for.
/// The room player object for this connection.
/// A new GamePlayer object.
- public override GameObject OnRoomServerCreateGamePlayer(NetworkConnection conn, GameObject roomPlayer)
+ public override GameObject OnRoomServerCreateGamePlayer(NetworkConnectionToClient conn, GameObject roomPlayer)
{
return base.OnRoomServerCreateGamePlayer(conn, roomPlayer);
}
@@ -87,7 +87,7 @@ public class #SCRIPTNAME# : NetworkRoomManager
/// See OnRoomServerCreateGamePlayer to customize the player object for the initial GamePlay scene.
///
/// The connection the player object is for.
- public override void OnRoomServerAddPlayer(NetworkConnection conn)
+ public override void OnRoomServerAddPlayer(NetworkConnectionToClient conn)
{
base.OnRoomServerAddPlayer(conn);
}
@@ -100,7 +100,7 @@ public class #SCRIPTNAME# : NetworkRoomManager
/// The room player object.
/// The game player object.
/// False to not allow this player to replace the room player.
- public override bool OnRoomServerSceneLoadedForPlayer(NetworkConnection conn, GameObject roomPlayer, GameObject gamePlayer)
+ public override bool OnRoomServerSceneLoadedForPlayer(NetworkConnectionToClient conn, GameObject roomPlayer, GameObject gamePlayer)
{
return base.OnRoomServerSceneLoadedForPlayer(conn, roomPlayer, gamePlayer);
}
diff --git a/Assets/ScriptTemplates/55-Mirror__Network Room Player-NewNetworkRoomPlayer.cs.txt b/Assets/ScriptTemplates/55-Mirror__Network Room Player-NewNetworkRoomPlayer.cs.txt
index 52d705069..f970cfe71 100644
--- a/Assets/ScriptTemplates/55-Mirror__Network Room Player-NewNetworkRoomPlayer.cs.txt
+++ b/Assets/ScriptTemplates/55-Mirror__Network Room Player-NewNetworkRoomPlayer.cs.txt
@@ -50,7 +50,7 @@ public class #SCRIPTNAME# : NetworkRoomPlayer
///
/// This is invoked on behaviours that have authority, based on context and NetworkIdentity.hasAuthority.
/// This is called after OnStartServer and before OnStartClient.
- /// When is called on the server, this will be called on the client that owns the object. When an object is spawned with NetworkServer.Spawn with a NetworkConnection parameter included, this will be called on the client that owns the object.
+ /// When is called on the server, this will be called on the client that owns the object. When an object is spawned with NetworkServer.Spawn with a NetworkConnectionToClient parameter included, this will be called on the client that owns the object.
///
public override void OnStartAuthority() { }
diff --git a/Assets/ScriptTemplates/57-Mirror__Network Transform-NewNetworkTransform.cs.txt b/Assets/ScriptTemplates/57-Mirror__Network Transform-NewNetworkTransform.cs.txt
index 671fad76c..0e38c1a7e 100644
--- a/Assets/ScriptTemplates/57-Mirror__Network Transform-NewNetworkTransform.cs.txt
+++ b/Assets/ScriptTemplates/57-Mirror__Network Transform-NewNetworkTransform.cs.txt
@@ -88,7 +88,7 @@ public class #SCRIPTNAME# : NetworkTransformBase
///
/// Called by both CmdTeleport and RpcTeleport on server and clients, respectively.
/// Here you can disable a Character Controller before calling the base method,
- /// and re-enabling it after the base method call to avoid conflicting with it.
+ /// and re-enable it after the base method call to avoid conflicting with it.
///
protected override void OnTeleport(Vector3 destination)
{
@@ -96,9 +96,9 @@ public class #SCRIPTNAME# : NetworkTransformBase
}
///
- /// Called by both CmdTeleportAndRotate and RpcTeleportAndRotate on server and clients, respectively.
+ /// Called by both CmdTeleport and RpcTeleport on server and clients, respectively.
/// Here you can disable a Character Controller before calling the base method,
- /// and re-enabling it after the base method call to avoid conflicting with it.
+ /// and re-enable it after the base method call to avoid conflicting with it.
///
protected override void OnTeleport(Vector3 destination, Quaternion rotation)
{