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com.unity.netcode.gameobjects/Runtime/Components/NetworkTransform.cs

Lines changed: 8 additions & 6 deletions
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@@ -1041,9 +1041,9 @@ public enum InterpolationTypes
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/// </summary>
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/// <remarks>
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/// <list type="bullet">
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/// <item><term><see cref="InterpolationTypes.Lerp"/></term><description>Yields a traditional linear result.</description>
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/// <item><term><see cref="InterpolationTypes.LerpExtrapolateBlend"/></term><description>Lerps, extrapolates, and blends the results.</description>
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/// <item><term><see cref="InterpolationTypes.SmoothDampening"/></term><description>Adjusts based on the rate of change.</description>
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/// <item><term><see cref="InterpolationTypes.Lerp"/></term><description>Yields a traditional linear result.</description></item>
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/// <item><term><see cref="InterpolationTypes.LerpExtrapolateBlend"/></term><description>Lerps, extrapolates, and blends the results.</description></item>
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/// <item><term><see cref="InterpolationTypes.SmoothDampening"/></term><description>Adjusts based on the rate of change.</description></item>
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/// Things to consider:<br />
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/// <list type="bullet">
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/// <item><description>You can have mixed interpolation types between position, rotation, and scale on the same <see cref="NetworkTransform"/> instance.</description></item>
@@ -1059,9 +1059,9 @@ public enum InterpolationTypes
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/// </summary>
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/// <remarks>
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/// <list type="bullet">
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/// <item><term><see cref="InterpolationTypes.Lerp"/></term><description>Yields a traditional linear result.</description>
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/// <item><term><see cref="InterpolationTypes.LerpExtrapolateBlend"/></term><description>Lerps, extrapolates, and blends the results.</description>
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/// <item><term><see cref="InterpolationTypes.SmoothDampening"/></term><description>Adjusts based on the rate of change.</description>
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/// <item><term><see cref="InterpolationTypes.Lerp"/></term><description>Yields a traditional linear result.</description></item>
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/// <item><term><see cref="InterpolationTypes.LerpExtrapolateBlend"/></term><description>Lerps, extrapolates, and blends the results.</description></item>
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/// <item><term><see cref="InterpolationTypes.SmoothDampening"/></term><description>Adjusts based on the rate of change.</description></item>
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/// Things to consider:<br />
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/// <list type="bullet">
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/// <item><description>You can have mixed interpolation types between position, rotation, and scale on the same <see cref="NetworkTransform"/> instance.</description></item>
@@ -1534,6 +1534,7 @@ internal bool SynchronizeScale
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/// <term>When invoked on the authority side:</term>
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/// <description>It will always return the space relative position.
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/// </description></item>
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/// </list>
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/// </remarks>
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/// <param name="getCurrentState">
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/// <list type="bullet">
@@ -1616,6 +1617,7 @@ public Vector3 GetSpaceRelativePosition(bool getCurrentState = false)
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/// </item>
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/// </list>
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/// </item>
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/// </list>
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/// </param>
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/// <returns><see cref="Quaternion"/></returns>
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public Quaternion GetSpaceRelativeRotation(bool getCurrentState = false)

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