diff --git a/Assets/Mirror/Runtime/NetworkServer.cs b/Assets/Mirror/Runtime/NetworkServer.cs
index cc2d107ca..6794478ce 100644
--- a/Assets/Mirror/Runtime/NetworkServer.cs
+++ b/Assets/Mirror/Runtime/NetworkServer.cs
@@ -1015,11 +1015,8 @@ public static void RemovePlayerForConnection(NetworkConnection conn, bool destro
//else Debug.Log($"Connection {conn} has no identity");
}
- ///
- /// Handle command from specific player, this could be one of multiple players on a single client
- ///
- ///
- ///
+ // Handle command from specific player, this could be one of multiple
+ // players on a single client
static void OnCommandMessage(NetworkConnection conn, CommandMessage msg)
{
if (!NetworkIdentity.spawned.TryGetValue(msg.netId, out NetworkIdentity identity))
@@ -1140,11 +1137,10 @@ internal static void SendSpawnMessage(NetworkIdentity identity, NetworkConnectio
}
}
- ///
- /// This destroys all the player objects associated with a NetworkConnections on a server.
- /// This is used when a client disconnects, to remove the players for that client. This also destroys non-player objects that have client authority set for this connection.
- ///
- /// The connections object to clean up for.
+ /// Destroys all of the connection's owned objects on the server.
+ // This is used when a client disconnects, to remove the players for
+ // that client. This also destroys non-player objects that have client
+ // authority set for this connection.
public static void DestroyPlayerForConnection(NetworkConnection conn)
{
// destroy all objects owned by this connection, including the player object
@@ -1152,12 +1148,9 @@ public static void DestroyPlayerForConnection(NetworkConnection conn)
conn.identity = null;
}
- ///
- /// Spawn the given game object on all clients which are ready.
- /// This will cause a new object to be instantiated from the registered prefab, or from a custom spawn function.
- ///
- /// Game object with NetworkIdentity to spawn.
- /// The connection that has authority over the object
+ /// Spawn the given game object on all clients which are ready.
+ // This will cause a new object to be instantiated from the registered
+ // prefab, or from a custom spawn function.
public static void Spawn(GameObject obj, NetworkConnection ownerConnection = null)
{
if (VerifyCanSpawn(obj))
@@ -1166,12 +1159,8 @@ public static void Spawn(GameObject obj, NetworkConnection ownerConnection = nul
}
}
- ///
- /// This spawns an object like NetworkServer.Spawn() but also assigns Client Authority to the specified client.
- /// This is the same as calling NetworkIdentity.AssignClientAuthority on the spawned object.
- ///
- /// The object to spawn.
- /// The player object to set Client Authority to.
+ /// Spawns an object and also assigns Client Authority to the specified client.
+ // This is the same as calling NetworkIdentity.AssignClientAuthority on the spawned object.
public static void Spawn(GameObject obj, GameObject ownerPlayer)
{
NetworkIdentity identity = ownerPlayer.GetComponent();