Skip to content

Commit db33128

Browse files
Update com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs
Co-authored-by: Amy Reeve <amy.reeve@unity3d.com>
1 parent b26de65 commit db33128

File tree

1 file changed

+1
-1
lines changed

1 file changed

+1
-1
lines changed

com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1943,7 +1943,7 @@ public void Spawn(bool destroyWithScene = false)
19431943
/// </summary>
19441944
/// <remarks>
19451945
/// When using a client-server or distributed authority network topology, you should take into consideration any components
1946-
/// that might require ownership checks while running through the spawn process. To avoid issues that could arise by initialy spawning
1946+
/// that might require ownership checks while running through the spawn process. To avoid issues that could arise by initially spawning
19471947
/// without ownership, it is recommended to use <see cref="Spawn"/> first, so it is spawned as both the owner and the authority, and then use <see cref="ChangeOwnership(ulong)"/>
19481948
/// to change the ownership to the intended client.<br />
19491949
/// </remarks>

0 commit comments

Comments
 (0)