diff --git a/docs/advanced-topics/messaging-system.md b/docs/advanced-topics/messaging-system.md index 17c70607a..c49fe2bb3 100644 --- a/docs/advanced-topics/messaging-system.md +++ b/docs/advanced-topics/messaging-system.md @@ -52,7 +52,7 @@ See the following pages for more information: There is also some additional design advice on RPC's and some usage examples on the following pages: - [RPC vs NetworkVariable](../learn/rpcvnetvar.md) -- [RPC vs NewtorkVariables Examples](../learn/rpcnetvarexamples.md) +- [RPC vs NetworkVariables Examples](../learn/rpcnetvarexamples.md) :::note Migration and Compatibility See [RPC Migration and Compatibility](message-system/rpc-compatibility.md) for more information on updates, cross-compatibility, and deprecated methods for Unity RPC. diff --git a/docs/basics/networkobject.md b/docs/basics/networkobject.md index 5d0b62e4a..fff52b2d2 100644 --- a/docs/basics/networkobject.md +++ b/docs/basics/networkobject.md @@ -102,7 +102,7 @@ NetworkManager.Singleton.ConnectedClients[clientId].PlayerObject; To find your own player object just pass `NetworkManager.Singleton.LocalClientId` as the clientId in the sample above. ### Network Prefabs -Network prefabs (NetworkPrefabs) are prefabs that contain a GameObject with a `NetworkObject` component. As an example, if you wanted to create a prefab to be the default player prefab, then you would create a prefab that at the root GameObject included a `NetworkObject` component and any additional player specific `NetworkBehabiour` components. You can then assign that prefab to the `NetworkManager` Player Prefab property to be used when a player is connected and approved. Each connected player will have a unique instance spawned on all connected clients (including the server). +Network prefabs (NetworkPrefabs) are prefabs that contain a GameObject with a `NetworkObject` component. As an example, if you wanted to create a prefab to be the default player prefab, then you would create a prefab that at the root GameObject included a `NetworkObject` component and any additional player specific `NetworkBehaviour` components. You can then assign that prefab to the `NetworkManager` Player Prefab property to be used when a player is connected and approved. Each connected player will have a unique instance spawned on all connected clients (including the server). :::note You can only have one `NetworkObject` at the root of a prefab. This means do not create prefabs with nested `NetworkObjects`! diff --git a/docs/components/networktransform.md b/docs/components/networktransform.md index 06e611f44..cb441868c 100644 --- a/docs/components/networktransform.md +++ b/docs/components/networktransform.md @@ -56,7 +56,7 @@ To add the Multiplayer Samples Utilities package: - Open the Package Manager by selecting Window > Package Manager. - Select the plus button (+) > Add from git URL.... -- Copy and paste the following Git URL: https://github.com/Unity-> Technologies/com.unity.multiplayer.samples.coop.git?path=/Packages/com.unity.multiplayer.samples.coop#main +- Copy and paste the following Git URL: `https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop.git?path=/Packages/com.unity.multiplayer.samples.coop#main` - Select Add. Optionally, you can directly add this line to your `manifest.json` file: