From 9f12a4184e76e37124c0590c57d76d8cc814c123 Mon Sep 17 00:00:00 2001 From: Amy Reeve Date: Mon, 12 Aug 2024 17:04:22 +0100 Subject: [PATCH] Fixing broken admonition box --- docs/basics/scenemanagement/client-synchronization-mode.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/basics/scenemanagement/client-synchronization-mode.md b/docs/basics/scenemanagement/client-synchronization-mode.md index 2cabc9ed5..e69d66e88 100644 --- a/docs/basics/scenemanagement/client-synchronization-mode.md +++ b/docs/basics/scenemanagement/client-synchronization-mode.md @@ -9,9 +9,9 @@ Client synchronization occurs when immediately after a client connects to a host The client synchronization mode should be set when the server or host is first provided via the `NetworkSceneManager.SetClientSynchronizationMode` method that takes a [`LoadSceneMode`](https://docs.unity3d.com/ScriptReference/SceneManagement.LoadSceneMode.html) value as a parameter. Each client synchronization mode behaves in a similar way to loading a scene based on the chosen `LoadSceneMode`. -::note Distributed authority contexts +:::note Distributed authority contexts When using a [distributed authority network topology](../../terms-concepts/distributed-authority.md), any client can set the client synchronization mode when they're promoted to session owner. Late-joining clients are synchronized using whatever setting the current session owner has. -:: +::: ## Single Client Synchronization Mode _(Existing Client-Side Scenes Unloaded During Synchronization)_