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Co-authored-by: Amy Reeve <[email protected]>
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mppm/player-tags/target-instance.md

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@@ -4,20 +4,20 @@ title: Use Player Tags to run a player as a server, client, or host
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description: This example shows how you can use Netcode for GameObjects to run a Player as a server, client, or host in Multiplayer Play Mode.
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This example explains how to target **Player Tags** in your game scripts with `CurrentPlayer.ReadOnlyTags()`. You can place these scripts where you want, but you must attach the scripts to a [NetworkObject](https://docs-multiplayer.unity3d.com/netcode/current/basics/networkobject/)(such as the **Player**).
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This example explains how to target **Player Tags** in your game scripts with `CurrentPlayer.ReadOnlyTags()`. You can place these scripts where you want, but you must attach the scripts to a [NetworkObject](https://docs-multiplayer.unity3d.com/netcode/current/basics/networkobject/) (such as the **Player**).
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You can also use the dedicated server package to set a player tag to server, client, or host. For more information, refer to ()[###LINK###].
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You can also use the dedicated server package to set a player tag to server, client, or host. For more information, refer to [Use Multiplayer Play Mode with a Dedicated Server](../dedicated-server/play-mode-dedicated-server.md).
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## Set a player tag to server, client, or host in a script
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The following script uses the Netcode for GameObjects (NGO) [NetworkManager](https://docs-multiplayer.unity3d.com/netcode/current/components/networkmanager/) to automatically connect the Virtual Player as a server, client, or host based on their Player Tag. A Player with the `Server` Player Tag automatically runs as a server, and a Player with the `Client` Player Tag automatically runs as a client.
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The following script uses the Netcode for GameObjects [NetworkManager](https://docs-multiplayer.unity3d.com/netcode/current/components/networkmanager/) to automatically connect the Virtual Player as a server, client, or host based on their Player Tag. A Player with the `Server` Player Tag automatically runs as a server, and a Player with the `Client` Player Tag automatically runs as a client.
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:::important
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This example uses the `Contains` method which is case-sensitive by default. To make it case-insensitive, pass the `System.StringComparison.CurrentCultureIgnoreCase` method.
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This example uses the `Contains` method, which is case-sensitive by default. To make it case-insensitive, pass the `System.StringComparison.CurrentCultureIgnoreCase` method.
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:::
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:::note
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This example uses [Netcode for GameObjects (NGO)](https://docs-multiplayer.unity3d.com/netcode/current/about/).
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This example uses [Netcode for GameObjects](https://docs-multiplayer.unity3d.com/netcode/current/about/).
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:::
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```csharp

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