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style - PVP
More hidden white spaces...
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com.unity.netcode.gameobjects/Runtime/Components/NetworkTransform.cs

Lines changed: 8 additions & 13 deletions
Original file line numberDiff line numberDiff line change
@@ -336,12 +336,10 @@ internal set
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}
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/// <summary>
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/// When overriding <see cref="OnAuthorityPushTransformState(ref NetworkTransformState)"/>, if the state that was
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/// pushed was a teleport then this will be set to true.
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/// When overriding <see cref="OnAuthorityPushTransformState(ref NetworkTransformState)"/>, if the state that was pushed was a teleport then this will be set to true.
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/// </summary>
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/// <remarks>
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/// Note that <see cref="IsTeleportingNextFrame"/> will be reset in the event you need to do
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/// multiple teleports spread out accoss multiple ticks.
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/// Note that <see cref="IsTeleportingNextFrame"/> will be reset in the event you need to do multiple teleports spread out accoss multiple ticks.
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/// </remarks>
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public bool WasTeleported { get; internal set; }
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@@ -1457,11 +1455,10 @@ internal bool SynchronizeScale
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/// <remarks>
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/// This is synchronized by authority. During runtime, this should only be changed by the
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/// authoritative side. Non-authoritative instances will be overridden by the next
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/// authoritative state update.
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///
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/// !! Note !! <br />
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/// When <see cref="SwitchTransformSpaceWhenParented"/> is enabled, this field will be automatically
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/// adjusted. It is not recommended adjusting this field during runtime and when <see cref="SwitchTransformSpaceWhenParented"/> is enabled.
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/// authoritative state update.<br />
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/// Note:<br />
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/// When <see cref="SwitchTransformSpaceWhenParented"/> is enabled, this field will be automatically adjusted.
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/// It is not recommended adjusting this field during runtime and when <see cref="SwitchTransformSpaceWhenParented"/> is enabled.
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/// </remarks>
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[Tooltip("Sets whether this transform should sync in local space or in world space")]
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public bool InLocalSpace = false;
@@ -1907,7 +1904,6 @@ private void TryCommitTransform(ref Transform transformToCommit, bool synchroniz
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m_UseRigidbodyForMotion = m_NetworkRigidbodyInternal.UseRigidBodyForMotion;
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}
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#endif
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// If the transform has deltas (returns dirty) or if an explicitly set state is pending
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if (m_LocalAuthoritativeNetworkState.ExplicitSet || CheckForStateChange(ref m_LocalAuthoritativeNetworkState, ref transformToCommit, synchronize, forceState: settingState))
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{
@@ -3702,7 +3698,6 @@ private void InternalInitialization(bool isOwnershipChange = false)
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m_TargetScale = transform.localScale;
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m_InternalCurrentRotation = currentRotation;
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m_TargetRotation = currentRotation.eulerAngles;
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Debug.Log($"[InternalInitialization][NonAuthority] m_InternalCurrentPosition {m_InternalCurrentPosition}");
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}
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OnInitialize(ref m_LocalAuthoritativeNetworkState);
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}
@@ -3974,8 +3969,8 @@ private void SetStateServerRpc(Vector3 pos, Quaternion rot, Vector3 scale, bool
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/// Using this method during the spawn sequence isn't recommended. Refer to the NetworkTransform documentation for more information on the recommended usage.
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/// </summary>
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/// <remarks>
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/// This is intended to be used on already spawned objects, for setting the position of a dynamically spawned object just apply the transform values prior to spawning. <br />
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/// With player objects, override the <see cref="OnNetworkSpawn"/> method and have the authority make adjustments to the transform prior to invoking base.OnNetworkSpawn. <br />
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/// This is intended to be used on already spawned objects, for setting the position of a dynamically spawned object just apply the transform values prior to spawning.<br />
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/// With player objects, override the <see cref="OnNetworkSpawn"/> method and have the authority make adjustments to the transform prior to invoking base.OnNetworkSpawn.
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/// </remarks>
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/// <param name="newPosition">new position to move to.</param>
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/// <param name="newRotation">new rotation to rotate to.</param>

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