Skip to content

Commit 4a9775a

Browse files
style
Replacing any improperly spelled "detatch" with "detach". XML API and private methods.
1 parent d08d496 commit 4a9775a

File tree

1 file changed

+8
-8
lines changed

1 file changed

+8
-8
lines changed

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

Lines changed: 8 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -1121,7 +1121,7 @@ private void ApplyFixedJoint(NetworkRigidbodyBase bodyToConnectTo, Vector3 posit
11211121
/// - This instance can be viewed as the child.
11221122
/// - The <param name="objectToConnectTo"/> can be viewed as the parent.
11231123
/// <br/>
1124-
/// This is the recommended way, as opposed to parenting, to attached/detatch two rigid bodies to one another when <see cref="UseRigidBodyForMotion"/> is enabled.
1124+
/// This is the recommended way, as opposed to parenting, to attached/detach two rigid bodies to one another when <see cref="UseRigidBodyForMotion"/> is enabled.
11251125
/// For more details on using <see cref="UnityEngine.FixedJoint"/> and <see cref="UnityEngine.FixedJoint2D"/>.
11261126
/// <br/>
11271127
/// This provides a simple joint solution between two rigid bodies and serves as an example. You can add different joint types by creating a customized/derived
@@ -1187,7 +1187,7 @@ private void RemoveFromParentBody()
11871187

11881188
#if COM_UNITY_MODULES_PHYSICS2D
11891189
[MethodImpl(MethodImplOptions.AggressiveInlining)]
1190-
private void DetatchFromFixedJoint2D()
1190+
private void DetachFromFixedJoint2D()
11911191
{
11921192
if (FixedJoint2D == null)
11931193
{
@@ -1206,7 +1206,7 @@ private void DetatchFromFixedJoint2D()
12061206
#endif
12071207
#if COM_UNITY_MODULES_PHYSICS
12081208
[MethodImpl(MethodImplOptions.AggressiveInlining)]
1209-
private void DetatchFromFixedJoint3D()
1209+
private void DetachFromFixedJoint3D()
12101210
{
12111211
if (FixedJoint == null)
12121212
{
@@ -1227,7 +1227,7 @@ private void DetatchFromFixedJoint3D()
12271227
/// this will detach from the fixed joint and destroy the fixed joint component.
12281228
/// </summary>
12291229
/// <remarks>
1230-
/// This is the recommended way, as opposed to parenting, to attached/detatch two rigid bodies to one another when <see cref="UseRigidBodyForMotion"/> is enabled.
1230+
/// This is the recommended way, as opposed to parenting, to attached/detach two rigid bodies to one another when <see cref="UseRigidBodyForMotion"/> is enabled.
12311231
/// </remarks>
12321232
public void DetachFromFixedJoint()
12331233
{
@@ -1240,18 +1240,18 @@ public void DetachFromFixedJoint()
12401240
#if COM_UNITY_MODULES_PHYSICS && COM_UNITY_MODULES_PHYSICS2D
12411241
if (m_IsRigidbody2D)
12421242
{
1243-
DetatchFromFixedJoint2D();
1243+
DetachFromFixedJoint2D();
12441244
}
12451245
else
12461246
{
1247-
DetatchFromFixedJoint3D();
1247+
DetachFromFixedJoint3D();
12481248
}
12491249
#endif
12501250
#if COM_UNITY_MODULES_PHYSICS && !COM_UNITY_MODULES_PHYSICS2D
1251-
DetatchFromFixedJoint3D();
1251+
DetachFromFixedJoint3D();
12521252
#endif
12531253
#if !COM_UNITY_MODULES_PHYSICS && COM_UNITY_MODULES_PHYSICS2D
1254-
DetatchFromFixedJoint2D();
1254+
DetachFromFixedJoint2D();
12551255
#endif
12561256
}
12571257
}

0 commit comments

Comments
 (0)