diff --git a/com.unity.netcode.gameobjects/Editor/NetworkBehaviourEditor.cs b/com.unity.netcode.gameobjects/Editor/NetworkBehaviourEditor.cs
index d5dfa85e43..40b528835a 100644
--- a/com.unity.netcode.gameobjects/Editor/NetworkBehaviourEditor.cs
+++ b/com.unity.netcode.gameobjects/Editor/NetworkBehaviourEditor.cs
@@ -7,6 +7,9 @@
namespace Unity.Netcode.Editor
{
+ ///
+ /// The for
+ ///
[CustomEditor(typeof(NetworkBehaviour), true)]
[CanEditMultipleObjects]
public class NetworkBehaviourEditor : UnityEditor.Editor
diff --git a/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs b/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs
index 6cae419dae..b2c7092433 100644
--- a/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs
+++ b/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs
@@ -86,10 +86,10 @@ public NetworkPrefabHandler PrefabHandler
private bool m_ShuttingDown;
private bool m_StopProcessingMessages;
- //
- // When disconnected from the server, the server may send a reason. If a reason was sent, this property will
- // tell client code what the reason was. It should be queried after the OnClientDisconnectCallback is called
- //
+ ///
+ /// When disconnected from the server, the server may send a reason. If a reason was sent, this property will
+ /// tell client code what the reason was. It should be queried after the OnClientDisconnectCallback is called
+ ///
public string DisconnectReason { get; internal set; }
private class NetworkManagerHooks : INetworkHooks
@@ -450,9 +450,10 @@ public class ConnectionApprovalResponse
///
public bool Pending;
- //
- // Optional reason. If Approved is false, this reason will be sent to the client so they know why they
- // were not approved.
+ ///
+ /// Optional reason. If Approved is false, this reason will be sent to the client so they know why they
+ /// were not approved.
+ ///
public string Reason;
}