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Fixing minor text issues with the newly added XML API documentation.
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com.unity.netcode.gameobjects/Runtime/Components/NetworkTransform.cs

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Original file line numberDiff line numberDiff line change
@@ -998,43 +998,43 @@ public enum InterpolationTypes
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/// <summary>
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/// The position interoplation time divisor applied to the current delta time (dividend) where the quotient yields the time used for the second smoothing lerp.
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/// - The lower the value the smoother, but can result in lost data points (i.e. quick changes in direct). <br />
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/// - The higher the value the more accurate/precise, but can result in slight stutter (i.e. due to jitter, latency, or a high threshold value). <br />
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/// - The higher the value the smoother, but can result in lost data points (i.e. quick changes in direct). <br />
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/// - The lower the value the more accurate/precise, but can result in slight stutter (i.e. due to jitter, latency, or a high threshold value). <br />
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/// - This value can be adjusted during runtime in the event you want to dynamically adjust it based on some other value (i.e. velocity or the like).
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/// </summary>
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/// <remarks>
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/// - Only used When <see cref="Interpolate"/> is enabled and using <see cref="InterpolationTypes.Lerp"/>. <br />
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/// - The quotient will be clamped to a value that ranges from 1.0f to the current delta time (i.e. <see cref="Time.deltaTime"/> or <see cref="Time.fixedDeltaTime"/>)
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/// </remarks>
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[Tooltip("The lower the value the smoother, but can result in lost data points (i.e. quick changes in direct). The higher the value the more accurate/precise, but can result in slight stutter (i.e. due to jitter, latency, or a high threshold value).")]
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[Tooltip("The higher the value the smoother, but can result in lost data points (i.e. quick changes in direct). The lower the value the more accurate/precise, but can result in slight stutter (i.e. due to jitter, latency, or a high threshold value).")]
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[Range(0.01f, 1.0f)]
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public float PositionMaxInterpolationTime = 0.1f;
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/// <summary>
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/// The rotation interoplation time divisor applied to the current delta time (dividend) where the quotient yields the time used for the second smoothing lerp.
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/// - The lower the value the smoother, but can result in lost data points (i.e. quick changes in direct). <br />
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/// - The higher the value the more accurate/precise, but can result in slight stutter (i.e. due to jitter, latency, or a high threshold value). <br />
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/// - The higher the value the smoother, but can result in lost data points (i.e. quick changes in direct). <br />
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/// - The lower the value the more accurate/precise, but can result in slight stutter (i.e. due to jitter, latency, or a high threshold value). <br />
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/// - This value can be adjusted during runtime in the event you want to dynamically adjust it based on some other value (i.e. velocity or the like).
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/// </summary>
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/// <remarks>
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/// - Only used When <see cref="Interpolate"/> is enabled and using <see cref="InterpolationTypes.Lerp"/>. <br />
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/// - The quotient will be clamped to a value that ranges from 1.0f to the current delta time (i.e. <see cref="Time.deltaTime"/> or <see cref="Time.fixedDeltaTime"/>)
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/// </remarks>
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[Tooltip("The lower the value the smoother, but can result in lost data points (i.e. quick changes in direct). The higher the value the more accurate/precise, but can result in slight stutter (i.e. due to jitter, latency, or a high threshold value).")]
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[Tooltip("The higher the value the smoother, but can result in lost data points (i.e. quick changes in direct). The lower the value the more accurate/precise, but can result in slight stutter (i.e. due to jitter, latency, or a high threshold value).")]
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[Range(0.01f, 1.0f)]
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public float RotationMaxInterpolationTime = 0.1f;
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/// <summary>
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/// The scale interoplation time divisor applied to the current delta time (dividend) where the quotient yields the time used for the second smoothing lerp.
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/// - The lower the value the smoother, but can result in lost data points (i.e. quick changes in direct). <br />
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/// - The higher the value the more accurate/precise, but can result in slight stutter (i.e. due to jitter, latency, or a high threshold value). <br />
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/// - The higher the value the smoother, but can result in lost data points (i.e. quick changes in direct). <br />
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/// - The lower the value the more accurate/precise, but can result in slight stutter (i.e. due to jitter, latency, or a high threshold value). <br />
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/// - This value can be adjusted during runtime in the event you want to dynamically adjust it based on some other value (i.e. velocity or the like).
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/// </summary>
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/// <remarks>
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/// - Only used When <see cref="Interpolate"/> is enabled and using <see cref="InterpolationTypes.Lerp"/>. <br />
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/// - The quotient will be clamped to a value that ranges from 1.0f to the current delta time (i.e. <see cref="Time.deltaTime"/> or <see cref="Time.fixedDeltaTime"/>)
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/// </remarks>
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[Tooltip("The lower the value the smoother, but can result in lost data points (i.e. quick changes in direct). The higher the value the more accurate/precise, but can result in slight stutter (i.e. due to jitter, latency, or a high threshold value).")]
1037+
[Tooltip("The higher the value the smoother, but can result in lost data points (i.e. quick changes in direct). The lower the value the more accurate/precise, but can result in slight stutter (i.e. due to jitter, latency, or a high threshold value).")]
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[Range(0.01f, 1.0f)]
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public float ScaleMaxInterpolationTime = 0.1f;
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