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; }