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fix
Fixing PVP issues.
1 parent 36ed15d commit de3094f

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2 files changed

+3
-5
lines changed

2 files changed

+3
-5
lines changed

com.unity.netcode.gameobjects/Runtime/Components/Interpolator/BufferedLinearInterpolator.cs

Lines changed: 2 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -155,14 +155,12 @@ public void Clear()
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/// <summary>
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/// Resets the current interpolator to the target valueTeleports current interpolation value to targetValue.
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/// <see href="Vector3"></see>
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/// </summary>
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/// <remarks>
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/// This is used when first synchronizing/initializing and when telporting an object.
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/// </remarks>
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/// <param name="targetValue">The target value to reset the interpolator to</param>
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/// <param name="serverTime">The current server time</param>
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/// <param name="useSmoothDampening">Defaults to true and is the recommened way to achieve a smoother interpolation between buffer item values.</param>
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/// <param name="serverTime">The current server time</param>
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/// <param name="isAngularValue">When rotation is expressed as Euler values (i.e. Vector3 and/or float) this helps determine what kind of smooth dampening to use.</param>
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public void ResetTo(T targetValue, double serverTime, bool isAngularValue = false)
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{
@@ -409,7 +407,7 @@ protected internal virtual T SmoothDamp(T current, T target, ref T rateOfChange,
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/// <param name="first">First value of type <see cref="T"/>.</param>
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/// <param name="second">Second value of type <see cref="T"/>.</param>
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/// <param name="precision">The precision of the aproximation.</param>
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/// <returns></returns>
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/// <returns>true if the two values are aproximately the same and false if they are not</returns>
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protected internal virtual bool IsAproximately(T first, T second, float precision = k_AproximatePrecision)
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{
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return false;

com.unity.netcode.gameobjects/Runtime/Timing/NetworkTime.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -49,7 +49,7 @@ public struct NetworkTime
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/// </summary>
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/// <remarks>
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/// This could result in a potential floating point precision variance on different systems. <br />
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/// See <see href="FixedDeltaTime"></see> for a more precise value.
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/// See <see cref="FixedDeltaTimeAsDouble"/> for a more precise value.
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/// </remarks>
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public float FixedDeltaTime => (float)m_TickInterval;
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