diff --git a/Assets/Mirror/Runtime/NetworkIdentity.cs b/Assets/Mirror/Runtime/NetworkIdentity.cs
index 2de3212b4..a09c953a6 100644
--- a/Assets/Mirror/Runtime/NetworkIdentity.cs
+++ b/Assets/Mirror/Runtime/NetworkIdentity.cs
@@ -37,9 +37,12 @@ namespace Mirror
/// The NetworkIdentity manages the dirty state of the NetworkBehaviours of the object.
/// When it discovers that NetworkBehaviours are dirty, it causes an update packet to be created and sent to clients.
///
- ///
- /// The flow for serialization updates managed by the NetworkIdentity is:
+ ///
///
+ ///
+ /// The flow for serialization updates managed by the NetworkIdentity is:
+ ///
+ ///
/// -
/// Each NetworkBehaviour has a dirty mask. This mask is available inside OnSerialize as syncVarDirtyBits
///
@@ -75,10 +78,11 @@ namespace Mirror
/// The UpdateVars packet is sent to ready clients that are observing the object
///
///
- ///
- ///
- /// On the client:
+ ///
///
+ ///
+ /// On the client:
+ ///
/// -
/// an UpdateVars packet is received for an object
///
@@ -98,7 +102,6 @@ namespace Mirror
/// If there are SyncVar hook functions, those are invoked with the value read from the stream.
///
///
- ///
///
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkIdentity")]
@@ -265,7 +268,9 @@ public NetworkVisibility visibility
/// Unique identifier used to find the source assets when server spawns the on clients.
///
///
- /// The AssetId trick:
+ ///
+ /// The AssetId trick:
+ /// listheader>
///
/// -
/// Ideally we would have a serialized 'Guid m_AssetId' but Unity can't
@@ -862,17 +867,9 @@ internal void OnSetHostVisibility(bool visible)
///
/// check if observer can be seen by connection.
- ///
- /// -
- /// returns visibility.OnCheckObserver
- ///
- /// -
- /// returns true if we have no NetworkVisibility, default objects are visible
- ///
- ///
///
///
- ///
+ /// true if we have no NetworkVisibility, default objects are visible
internal bool OnCheckObserver(NetworkConnection conn)
{
if (visibility != null)