diff --git a/Basic/ClientDriven/Assets/Scripts/ServerPlayerMove.cs b/Basic/ClientDriven/Assets/Scripts/ServerPlayerMove.cs index b1f1dab8..7cb70c74 100644 --- a/Basic/ClientDriven/Assets/Scripts/ServerPlayerMove.cs +++ b/Basic/ClientDriven/Assets/Scripts/ServerPlayerMove.cs @@ -39,7 +39,6 @@ public class ServerPlayerMove : NetworkBehaviour transform.position = spawnPosition; // A note specific to owner authority: - // Side Note: Specific to Owner Authoritative // Setting the position works as and can be set in OnNetworkSpawn server-side unless there is a // CharacterController that is enabled by default on the authoritative side. With CharacterController, it // needs to be disabled by default (i.e. in Awake), the server applies the position (OnNetworkSpawn), and then diff --git a/Basic/DynamicAddressablesNetworkPrefabs/Assets/Scripts/01_Connection Approval/ConnectionApproval.cs b/Basic/DynamicAddressablesNetworkPrefabs/Assets/Scripts/01_Connection Approval/ConnectionApproval.cs index 4b5c802e..f5b85b36 100644 --- a/Basic/DynamicAddressablesNetworkPrefabs/Assets/Scripts/01_Connection Approval/ConnectionApproval.cs +++ b/Basic/DynamicAddressablesNetworkPrefabs/Assets/Scripts/01_Connection Approval/ConnectionApproval.cs @@ -36,7 +36,7 @@ namespace Game.ConnectionApproval m_NetworkManager.NetworkConfig.ConnectionApproval = true; // Here, we keep ForceSamePrefabs disabled. This will allow us to dynamically add network prefabs to Netcode - // for GameObject after establishing a connection. In this implementation of the connection approval + // for GameObjects after establishing a connection. In this implementation of the connection approval // callback, the server validates the client's connection payload based on the hash of their dynamic prefabs // loaded, and either approves or denies connection to the joining client. If a client is denied connection, // the server provides a disconnection payload through NetworkManager's DisconnectReason, so that a diff --git a/Basic/Invaders/Assets/Scripts/InvadersGame.cs b/Basic/Invaders/Assets/Scripts/InvadersGame.cs index bd38f2d9..1f4113f4 100644 --- a/Basic/Invaders/Assets/Scripts/InvadersGame.cs +++ b/Basic/Invaders/Assets/Scripts/InvadersGame.cs @@ -80,7 +80,7 @@ public class InvadersGame : NetworkBehaviour private float m_NextTick; // the timer should only be synced at the beginning - // and then let the client to update it in a predictive manner + // and then let the client update it in a predictive manner private bool m_ReplicatedTimeSent = false; private GameObject m_Saucer; private List m_Shields = new List();