Skip to content

Commit 65dac85

Browse files
fix
Just wrapping some code that I will be removing anyway before marking this PR ready for review. Adding some line breaks in new XML API documentation.
1 parent fe93343 commit 65dac85

File tree

2 files changed

+4
-3
lines changed

2 files changed

+4
-3
lines changed

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

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -965,7 +965,7 @@ public enum InterpolationTypes
965965
/// - The first phase lerps towards the current tick state update being processed.<br />
966966
/// - The second phase lerps unclamped (extrapolates) towards the current tick state update and will extrapolate this value up to a calculated maximum delta time.
967967
/// 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 />
968-
/// - The third phase lerps between the results of the first and second phases by the current delta time.
968+
/// - The third phase lerps between the results of the first and second phases by the current delta time.<br />
969969
/// - 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.
970970
/// </summary>
971971
/// <remarks>
@@ -984,7 +984,7 @@ public enum InterpolationTypes
984984
/// 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 />
985985
/// - The first phase smooth dampens towards the current tick state update being processed.<br />
986986
/// - 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 />
987-
/// - The third phase lerps between the results of the first and second phases by the current delta time.
987+
/// - The third phase lerps between the results of the first and second phases by the current delta time.<br />
988988
/// - 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.
989989
/// </summary>
990990
/// <remarks>

com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -312,7 +312,7 @@ private void UpdateTopology()
312312
IsDistributedAuthority = DistributedAuthorityMode = transportTopology == NetworkTopologyTypes.DistributedAuthority;
313313
}
314314
}
315-
315+
#if COM_UNITY_MODULES_PHYSICS
316316
internal void CheckNetworkTransformsForDuplicateRegistrations()
317317
{
318318
var uniqueEntries = new Dictionary<ulong, NetworkObject>();
@@ -346,6 +346,7 @@ internal void CheckNetworkTransformsForDuplicateRegistrations()
346346
Debug.Log($"There are {NetworkTransformFixedUpdate.Count} NetworkTransforms registered for the fixed update.");
347347
Debug.Log($"There are {NetworkTransformUpdate.Count} NetworkTransforms registered for the normal update.");
348348
}
349+
#endif
349350

350351
public void NetworkUpdate(NetworkUpdateStage updateStage)
351352
{

0 commit comments

Comments
 (0)