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) {