diff --git a/Assets/Mirror/Runtime/ClientScene.cs b/Assets/Mirror/Runtime/ClientScene.cs
index 985f64c72..a4a4828da 100644
--- a/Assets/Mirror/Runtime/ClientScene.cs
+++ b/Assets/Mirror/Runtime/ClientScene.cs
@@ -54,10 +54,7 @@ internal static void Shutdown()
DestroyAllClientObjects();
}
- ///
- /// this is called from message handler for Owner message
- ///
- ///
+ // called from message handler for Owner message
internal static void InternalAddPlayer(NetworkIdentity identity)
{
//Debug.Log("ClientScene.InternalAddPlayer");
@@ -77,21 +74,15 @@ internal static void InternalAddPlayer(NetworkIdentity identity)
else Debug.LogWarning("No ready connection found for setting player controller during InternalAddPlayer");
}
- ///
- /// Sets localPlayer to null
- /// Should be called when the local player object is destroyed
- ///
+ // Sets localPlayer to null. Should be called when the local player
+ // object is destroyed.
internal static void ClearLocalPlayer()
{
//Debug.Log("ClientScene.ClearLocalPlayer");
localPlayer = null;
}
- ///
- /// This adds a player GameObject for this client. This causes an AddPlayer message to be sent to the server, and NetworkManager.OnServerAddPlayer is called.
- ///
- /// The connection to become ready for this client.
- /// True if AddPlayer message was sent
+ /// Sends AddPlayer message to the server, indicating that we want to join the world.
public static bool AddPlayer(NetworkConnection readyConn)
{
// ensure valid ready connection
@@ -118,12 +109,11 @@ public static bool AddPlayer(NetworkConnection readyConn)
return true;
}
- ///
- /// Signal that the client connection is ready to enter the game.
- /// This could be for example when a client enters an ongoing game and has finished loading the current scene. The server should respond to the SYSTEM_READY event with an appropriate handler which instantiates the players object for example.
- ///
- /// The client connection which is ready.
- /// True if successful
+ /// Sends Ready message to server, indicating that we loaded the scene, ready to enter the game.
+ // This could be for example when a client enters an ongoing game and
+ // has finished loading the current scene. The server should respond to
+ // the SYSTEM_READY event with an appropriate handler which instantiates
+ // the players object for example.
public static bool Ready(NetworkConnection conn)
{
if (ready)
@@ -144,7 +134,6 @@ public static bool Ready(NetworkConnection conn)
// Tell server we're ready to have a player object spawned
conn.Send(new ReadyMessage());
-
return true;
}
Debug.LogError("Ready() called with invalid connection object: conn=null");
@@ -160,9 +149,7 @@ internal static void HandleClientDisconnect(NetworkConnection conn)
}
}
- ///
- /// Checks if identity is not spawned yet, not hidden and has sceneId
- ///
+ // Checks if identity is not spawned yet, not hidden and has sceneId
static bool ConsiderForSpawning(NetworkIdentity identity)
{
// not spawned yet, not hidden, etc.?
@@ -172,9 +159,7 @@ static bool ConsiderForSpawning(NetworkIdentity identity)
identity.sceneId != 0;
}
- ///
- /// Call this after loading/unloading a scene in the client after connection to register the spawnable objects
- ///
+ /// Call this after loading/unloading a scene in the client after connection to register the spawnable objects
public static void PrepareToSpawnSceneObjects()
{
// remove existing items, they will be re-added below