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