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update: pvp 124-2
Removing space at end of line. Minor private comment fixes.
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3 files changed

+19
-9
lines changed

3 files changed

+19
-9
lines changed

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

Lines changed: 7 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -852,7 +852,7 @@ public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReade
852852
if (HasScaleChange)
853853
{
854854
// If we are teleporting (which includes synchronizing) and the associated NetworkObject has a parent
855-
// then we want to serialize the LossyScale since NetworkObject spawn order is not guaranteed
855+
// then we want to serialize the LossyScale since NetworkObject spawn order is not guaranteed
856856
if (IsTeleportingNextFrame && IsParented)
857857
{
858858
serializer.SerializeValue(ref LossyScale);
@@ -1014,7 +1014,7 @@ public enum InterpolationTypes
10141014
/// Uses a 1 to 2 phase smooth dampening approach where:<br />
10151015
/// <list type="bullet">
10161016
/// <item><description>The first phase smooth dampens towards the current tick state update being processed by the accumulated delta time relative to the time to target.</description></item>
1017-
/// <item><description>The second phase (optional) performs 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.</description></item>
1017+
/// <item><description>The second phase (optional) performs lerp smoothing where the current respective transform value is lerped towards the result of the first phase at a rate of delta time divided by the respective max interpolation time.</description></item>
10181018
/// </list>
10191019
/// </summary>
10201020
/// <remarks>
@@ -3726,13 +3726,13 @@ internal void ChildRegistration(NetworkObject child, bool isAdding)
37263726

37273727
/// <inheritdoc/>
37283728
/// <remarks>
3729-
/// When not using a NetworkRigidbody and using an owner authoritative motion model, you can <br />
3729+
/// When not using a NetworkRigidbody and using an owner authoritative motion model, you can<br />
37303730
/// improve parenting transitions into and out of world and local space by:<br />
37313731
/// - Disabling <see cref="NetworkObject.SyncOwnerTransformWhenParented"/><br />
37323732
/// - Enabling <see cref="NetworkObject.AllowOwnerToParent"/><br />
37333733
/// - Enabling <see cref="SwitchTransformSpaceWhenParented"/><br />
37343734
/// -- Note: This handles changing from world space to local space for you.<br />
3735-
/// When these settings are applied, transitioning from: <br />
3735+
/// When these settings are applied, transitioning from:<br />
37363736
/// - World space to local space (root-null parent/null to <see cref="NetworkObject"/> parent)
37373737
/// - Local space back to world space (<see cref="NetworkObject"/> parent to root-null parent)
37383738
/// - Local space to local space (<see cref="NetworkObject"/> parent to <see cref="NetworkObject"/> parent)
@@ -4101,12 +4101,12 @@ private void UpdateInterpolation()
41014101
}
41024102

41034103
// Note: This is for the legacy lerp type in order to maintain the same end result for any games under development that have tuned their
4104-
// project's to match the legacy lerp's end result. This will not allow changes
4104+
// project's to match the legacy lerp's end result.
41054105
var cachedRenderTime = 0.0;
41064106
if (PositionInterpolationType == InterpolationTypes.LegacyLerp || RotationInterpolationType == InterpolationTypes.LegacyLerp || ScaleInterpolationType == InterpolationTypes.LegacyLerp)
41074107
{
41084108
// Since InterpolationBufferTickOffset defaults to zero, this should not impact exist projects but still provides users with the ability to tweak
4109-
// their ticks ago time.
4109+
// their ticks ago time.
41104110
var ticksAgo = (!IsServerAuthoritative() && !IsServer ? 2 : 1) + InterpolationBufferTickOffset;
41114111
cachedRenderTime = timeSystem.TimeTicksAgo(ticksAgo).Time;
41124112
}
@@ -4533,7 +4533,7 @@ internal static void UpdateNetworkTick(NetworkManager networkManager)
45334533
/// </summary>
45344534
/// <remarks>
45354535
/// Note: You can adjust this value during runtime. Increasing this value will set non-authority instances that much further
4536-
/// behind the authority instance but will increase the number of state updates to be processed. Increasing this can be useful
4536+
/// behind the authority instance but will increase the number of state updates to be processed. Increasing this can be useful
45374537
/// under higher latency conditions.<br />
45384538
/// The default value is 1 tick (plus the tick latency). When running on a local network, reducing this to 0 is recommended.<br />
45394539
/// <see cref="NetworkTimeSystem.TickLatency"/>

com.unity.netcode.gameobjects/Runtime/Messaging/Messages/ChangeOwnershipMessage.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -381,7 +381,7 @@ private void HandleOwnershipChange(ref NetworkContext context)
381381

382382
if (originalOwner == networkManager.LocalClientId && !networkManager.DistributedAuthorityMode)
383383
{
384-
// Fully synchronize NetworkVariables with either read or write ownership permissions.
384+
// Fully synchronize NetworkVariables with either read or write ownership permissions.
385385
networkObject.SynchronizeOwnerNetworkVariables(originalOwner, networkObject.PreviousOwnerId);
386386
}
387387

com.unity.netcode.gameobjects/Tests/Runtime/DistributedAuthority/ParentChildDistibutionTests.cs

Lines changed: 11 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -163,7 +163,17 @@ public IEnumerator DistributeOwnerHierarchy([Values] DistributionTypes distribut
163163
yield return StopOneClient(clientToReconnect);
164164
}
165165

166-
// When testing connect redistribution,
166+
if (!UseCMBService())
167+
{
168+
m_NetworkManagers.Add(m_ServerNetworkManager);
169+
}
170+
m_NetworkManagers.AddRange(m_ClientNetworkManagers);
171+
if (distributionType == DistributionTypes.UponConnect)
172+
{
173+
m_NetworkManagers.Remove(m_ClientNetworkManagers[3]);
174+
}
175+
176+
// When testing connect redistribution
167177
var instances = distributionType == DistributionTypes.UponDisconnect ? 1 : 2;
168178
var rootObject = (GameObject)null;
169179
var childOne = (GameObject)null;

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