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fix: PR comments on comments
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Lines changed: 6 additions & 6 deletions

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com.unity.multiplayer.mlapi/Runtime/Core/NetworkTickSystem.cs

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -5,9 +5,9 @@ namespace MLAPI
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{
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public class NetworkTickSystem : INetworkUpdateSystem, IDisposable
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{
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private const float k_DefaultTickDuration = 1/60f; // Default to 60 FPS
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private float m_TickInterval; //Duration of a tick
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private int m_NetworkTickCount; //How many network ticks have passed?
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private const float k_DefaultTickInterval = 1/60f; // Defaults to 60 ticks second
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private float m_TickInterval; // Duration of a tick in seconds
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private int m_NetworkTickCount; // How many network ticks have passed?
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private static NetworkTickSystem m_Instance = null;
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@@ -30,15 +30,15 @@ public static NetworkTickSystem Instance
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/// <summary>
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/// Constructor
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/// Defaults to k_DefaultTickDuration if no tick duration is specified
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/// Defaults to k_DefaultTickInterval if no tick duration is specified
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/// </summary>
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/// <param name="tickInterval">Duration of a network tick</param>
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private NetworkTickSystem(float tickInterval = k_DefaultTickDuration)
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private NetworkTickSystem(float tickInterval = k_DefaultTickInterval)
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{
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this.RegisterNetworkUpdate(NetworkUpdateStage.EarlyUpdate);
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//Assure we don't specify a value less than or equal to zero for tick frequency
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m_TickInterval = (tickInterval <= 0f) ? k_DefaultTickDuration : tickInterval;
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m_TickInterval = (tickInterval <= 0f) ? k_DefaultTickInterval : tickInterval;
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// ticks might not start at 0, so let's update right away at construction
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UpdateNetworkTick();

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