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)