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updating xml api documentation to reflect the changes made.
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com.unity.netcode.gameobjects/Runtime/Components/NetworkTransform.cs

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@@ -960,12 +960,14 @@ public enum InterpolationTypes
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Lerp,
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/// <summary>
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/// Lerp, Extrapolate, and Blend
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/// Uses a 3 to 4 phase lerp towards the target, extrapolate towards the target, blend the two results, and (optionally) smooth the final value.<br />
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/// Uses a 3 to 5 phase lerp towards the target, extrapolate towards the target, blend the two results, and (optionally) smooth the final value.<br />
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/// - The first phase lerps towards the current tick state update being processed.<br />
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/// - The second phase lerps unclamped (extrapolates) towards the current tick state update and will extrapolate this value up to a calculated maximum delta time.
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/// The maximum delta time is the tick latency, calculated from an estimated RTT each time the network time is updated, plus the <see cref="InterpolationBufferTickOffset"/>. The sum is multiplied by the tick frequency (one over tick rate).<br />
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/// - The third phase lerps between the results of the first and second phases by the current delta time.<br />
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/// - The fourth phase (optional) performs a lerp smoothing where the current respective transform value is lerped towards the result of the third phase at a rate of delta time divided by the respective max interpolation time.
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/// - The fourth and fifth phase (optional) performs:
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/// -- A 1/3rd lerp towards the target from the current respective transform value.
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/// -- A lerp smoothing where the result of the 1/3rd lerp operation is lerped towards the result of the third phase at a rate of delta time divided by the respective max interpolation time.
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/// </summary>
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/// <remarks>
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/// Note: This is slightly more computationally expensive than the <see cref="Lerp"/> approach.<br />
@@ -980,11 +982,13 @@ public enum InterpolationTypes
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/// </remarks>
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LerpExtrapolateBlend,
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/// <summary>
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/// Uses a 3 to 4 phase smooth dampen towards the target, smooth dampen towards the next target, blend the two results, and (optionally) smooth the final value.<br />
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/// Uses a 3 to 5 phase smooth dampen towards the target, smooth dampen towards the next target, blend the two results, and (optionally) smooth the final value.<br />
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/// - The first phase smooth dampens towards the current tick state update being processed.<br />
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/// - The second phase smooth dampens towards the next tick state's target. If there is no next tick state update, then the target predicted value is the current state target that smooth dampens 1 frame (average delta time) ahead.<br />
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/// - The third phase lerps between the results of the first and second phases by the current delta time.<br />
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/// - The fourth phase (optional) performs a lerp smoothing where the current respective transform value is lerped towards the result of the third phase at a rate of delta time divided by the respective max interpolation time.
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/// - The fourth and fifth phase (optional) performs:
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/// -- A 1/3rd lerp towards the target from the current respective transform value.
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/// -- A lerp smoothing where the result of the 1/3rd lerp operation is lerped towards the result of the third phase at a rate of delta time divided by the respective max interpolation time.
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/// </summary>
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/// <remarks>
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/// Note: Smooth dampening is computationally more expensive than the <see cref="LerpExtrapolateBlend"/> and <see cref="Lerp"/> approaches.<br />

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