diff --git a/com.unity.netcode.gameobjects/Documentation~/advanced-topics/network-update-loop-system/index.md b/com.unity.netcode.gameobjects/Documentation~/advanced-topics/network-update-loop-system/index.md index d7992d0480..42492773b2 100644 --- a/com.unity.netcode.gameobjects/Documentation~/advanced-topics/network-update-loop-system/index.md +++ b/com.unity.netcode.gameobjects/Documentation~/advanced-topics/network-update-loop-system/index.md @@ -23,7 +23,7 @@ After injection, the player loops follows these stages. The player loop executes In all `NetworkUpdateStages`, it iterates over an array and calls the `NetworkUpdate` method over `INetworkUpdateSystem` interface, and the pattern is repeated. - B --> C --> D --> E --> F --> G -`}/> +``` | Stage | Method | | -- | -- | diff --git a/com.unity.netcode.gameobjects/Documentation~/advanced-topics/networktime-ticks.md b/com.unity.netcode.gameobjects/Documentation~/advanced-topics/networktime-ticks.md index 157de47e79..1742f87805 100644 --- a/com.unity.netcode.gameobjects/Documentation~/advanced-topics/networktime-ticks.md +++ b/com.unity.netcode.gameobjects/Documentation~/advanced-topics/networktime-ticks.md @@ -9,9 +9,7 @@ Netcode for GameObjects (Netcode) uses a star topology. That means all communica - `LocalTime` on a client is ahead of the server. If a server RPC is sent at `LocalTime` from a client it will roughly arrive at `ServerTime` on the server. - `ServerTime` on clients is behind the server. If a client RPC is sent at `ServerTime` from the server to clients it will roughly arrive at `ServerTime` on the clients. - - ->Receiver: Delay when sending message Note over Receiver: Message arrives at ServerTime. -`}/> - - - +``` `LocalTime` - Use for player objects with client authority. @@ -115,7 +110,7 @@ public class SyncedEventExample : NetworkBehaviour } ``` ->Receiver: WaitForSeconds(0.07); Note over Receiver: Instantiate effect at ServerTime = 10.0 -`}/> +``` > [!NOTE] > Some components such as NetworkTransform add additional buffering. When trying to align an RPC event like in this example, an additional delay would need to be added.