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fix xmldocs
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com.unity.netcode.gameobjects/Tests/Runtime/TestHelpers/NetcodeIntegrationTest.cs

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -1939,7 +1939,7 @@ protected IEnumerator WaitForConditionOrTimeOut(Func<StringBuilder, bool> checkF
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/// This overload allows the condition to provide additional error details via a <see cref="StringBuilder"/>.
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/// </summary>
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/// <param name="checkForCondition">A delegate that takes a <see cref="StringBuilder"/> for error details and returns true when the desired condition is met.</param>
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/// <param name="timeOutHelper">An optional <see cref="TimeoutHelper"/> to control the timeout period. If null, the default timeout is used.</param>
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/// <param name="maxTries">the maximum times to check for the condition (default is 60).</param>
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/// <returns>An <see cref="IEnumerator"/> for use in Unity coroutines.</returns>
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protected void WaitForConditionOrTimeOutWithTimeTravel(Func<StringBuilder, bool> checkForCondition, int maxTries = 60)
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{
@@ -2030,7 +2030,7 @@ bool ValidateObjectsSpawnedOnAllClients(StringBuilder errorLog)
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/// Waits until the given NetworkObject is spawned on all clients or a timeout occurs.
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/// </summary>
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/// <param name="networkObjectId">The id of the<see cref="NetworkObject"/> to wait for.</param>
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/// <param name="timeOutHelper">An optional <see cref="TimeoutHelper"/> to control the timeout period. If null, the default timeout is used.</param>
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/// <param name="maxTries">the maximum times to check for the condition (default is 60).</param>
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/// <returns>An <see cref="IEnumerator"/> for use in Unity coroutines.</returns>
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protected void WaitForSpawnedOnAllOrTimeOutWithTimeTravel(ulong networkObjectId, int maxTries = 60)
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{
@@ -2054,7 +2054,7 @@ bool ValidateObjectSpawnedOnAllClients(StringBuilder errorLog)
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/// Waits until the given NetworkObject is spawned on all clients or a timeout occurs.
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/// </summary>
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/// <param name="networkObject">The <see cref="NetworkObject"/> to wait for.</param>
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/// <param name="timeOutHelper">An optional <see cref="TimeoutHelper"/> to control the timeout period. If null, the default timeout is used.</param>
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/// <param name="maxTries">the maximum times to check for the condition (default is 60).</param>
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/// <returns>An <see cref="IEnumerator"/> for use in Unity coroutines.</returns>
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protected void WaitForSpawnedOnAllOrTimeOutWithTimeTravel(NetworkObject networkObject, int maxTries = 60)
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{
@@ -2066,7 +2066,7 @@ protected void WaitForSpawnedOnAllOrTimeOutWithTimeTravel(NetworkObject networkO
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/// Waits until the given NetworkObject is spawned on all clients or a timeout occurs.
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/// </summary>
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/// <param name="gameObject">The <see cref="GameObject"/> containing a <see cref="NetworkObject"/> to wait for.</param>
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/// <param name="timeOutHelper">An optional <see cref="TimeoutHelper"/> to control the timeout period. If null, the default timeout is used.</param>
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/// <param name="maxTries">the maximum times to check for the condition (default is 60).</param>
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/// <returns>An <see cref="IEnumerator"/> for use in Unity coroutines.</returns>
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protected void WaitForSpawnedOnAllOrTimeOutWithTimeTravel(GameObject gameObject, int maxTries = 60)
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{
@@ -2078,7 +2078,7 @@ protected void WaitForSpawnedOnAllOrTimeOutWithTimeTravel(GameObject gameObject,
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/// Waits until all given NetworkObjects are spawned on all clients or a timeout occurs.
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/// </summary>
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/// <param name="networkObjects">The list of <see cref="NetworkObject"/>s to wait for.</param>
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/// <param name="timeOutHelper">An optional <see cref="TimeoutHelper"/> to control the timeout period. If null, the default timeout is used.</param>
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/// <param name="maxTries">the maximum times to check for the condition (default is 60).</param>
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/// <returns>An <see cref="IEnumerator"/> for use in Unity coroutines.</returns>
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protected void WaitForSpawnedOnAllOrTimeOutWithTimeTravel(List<NetworkObject> networkObjects, int maxTries = 60)
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{

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