@@ -320,6 +320,7 @@ protected void VerboseDebug(string msg)
320320 /// to troubleshoot a hard to track bug within an
321321 /// integration test.
322322 /// </summary>
323+ /// <returns>True if verbose debug logging should be enabled; otherwise, false.</returns>
323324 protected virtual bool OnSetVerboseDebug ( )
324325 {
325326 return false ;
@@ -376,6 +377,7 @@ public void OneTimeSetup()
376377 /// <see cref="NetworkManager"/>s then override <see cref="OnServerAndClientsCreated"/>.
377378 /// <see cref="m_ServerNetworkManager"/> and <see cref="m_ClientNetworkManagers"/>
378379 /// </summary>
380+ /// <returns>An IEnumerator for use with Unity's coroutine system.</returns>
379381 protected virtual IEnumerator OnSetup ( )
380382 {
381383 yield return null ;
@@ -396,6 +398,7 @@ protected virtual void OnInlineSetup()
396398 /// <summary>
397399 /// Called before each test is run to perform setup operations.
398400 /// </summary>
401+ /// <returns>An IEnumerator for use with Unity's coroutine system.</returns>
399402 [ UnitySetUp ]
400403 public IEnumerator SetUp ( )
401404 {
@@ -656,7 +659,6 @@ protected IEnumerator StopOneClient(NetworkManager networkManager, bool destroy
656659 /// </summary>
657660 /// <param name="networkManager">The NetworkManager instance of the client to stop.</param>
658661 /// <param name="destroy">If true, the client's NetworkManager GameObject will be destroyed.</param>
659- /// <returns>An IEnumerator for use with Unity's coroutine system.</returns>
660662 protected void StopOneClientWithTimeTravel ( NetworkManager networkManager , bool destroy = false )
661663 {
662664 NetcodeIntegrationTestHelpers . StopOneClient ( networkManager , destroy ) ;
@@ -1649,10 +1651,11 @@ private GameObject SpawnObject(NetworkObject prefabNetworkObject, NetworkManager
16491651 /// Will spawn (x) number of prefab GameObject
16501652 /// <see cref="SpawnObject(GameObject, NetworkManager, bool)"/>
16511653 /// </summary>
1652- /// <param name="prefabNetworkObject ">the prefab NetworkObject to spawn</param>
1654+ /// <param name="prefabGameObject ">the prefab GameObject to spawn</param>
16531655 /// <param name="owner">the owner of the instance</param>
16541656 /// <param name="count">number of instances to create and spawn</param>
1655- /// <param name="destroyWithScene">default is false</param>
1657+ /// <param name="destroyWithScene">If true, the spawned objects will be destroyed when the scene is unloaded. Default is false.</param>
1658+ /// <returns>A list containing the spawned GameObject instances.</returns>
16561659 protected List < GameObject > SpawnObjects ( GameObject prefabGameObject , NetworkManager owner , int count , bool destroyWithScene = false )
16571660 {
16581661 var prefabNetworkObject = prefabGameObject . GetComponent < NetworkObject > ( ) ;
@@ -1661,13 +1664,14 @@ protected List<GameObject> SpawnObjects(GameObject prefabGameObject, NetworkMana
16611664 }
16621665
16631666 /// <summary>
1664- /// Will spawn (x) number of prefab NetworkObjects
1667+ /// Will spawn (x) number of prefab NetworkObject
16651668 /// <see cref="SpawnObject(NetworkObject, NetworkManager, bool)"/>
16661669 /// </summary>
16671670 /// <param name="prefabNetworkObject">the prefab NetworkObject to spawn</param>
16681671 /// <param name="owner">the owner of the instance</param>
16691672 /// <param name="count">number of instances to create and spawn</param>
1670- /// <param name="destroyWithScene">default is false</param>
1673+ /// <param name="destroyWithScene">If true, the spawned objects will be destroyed when the scene is unloaded. Default is false.</param>
1674+ /// <returns>A list containing the spawned GameObject instances.</returns>
16711675 private List < GameObject > SpawnObjects ( NetworkObject prefabNetworkObject , NetworkManager owner , int count , bool destroyWithScene = false )
16721676 {
16731677 var gameObjectsSpawned = new List < GameObject > ( ) ;
@@ -1691,8 +1695,8 @@ public NetcodeIntegrationTest()
16911695 /// This can be used to break tests up as a host and a server.
16921696 /// </summary>
16931697 /// <example>
1694- /// Decorate your child derived class with TestFixture and then create a constructor at the child level.
1695- /// Don't forget to set your constructor public, else Unity will give you a hard to decipher error.
1698+ /// <para> Decorate your child derived class with TestFixture and then create a constructor at the child level.
1699+ /// Don't forget to set your constructor public, else Unity will give you a hard to decipher error.</para>
16961700 /// <code>
16971701 /// [TestFixture(HostOrServer.Host)]
16981702 /// [TestFixture(HostOrServer.Server)]
0 commit comments