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Improve documentation on SetConnectionData
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com.unity.netcode.gameobjects/Runtime/Transports/UTP/UnityTransport.cs

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@@ -788,9 +788,9 @@ public void SetClientRelayData(string ipAddress, ushort port, byte[] allocationI
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/// <summary>
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/// Sets IP and Port information. This will be ignored if using the Unity Relay and you should call <see cref="SetRelayServerData"/>
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/// </summary>
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/// <param name="ipv4Address">The remote IP address (despite the name, can be an IPv6 address or a domain name)</param>
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/// <param name="port">The remote port</param>
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/// <param name="listenAddress">The local listen address</param>
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/// <param name="ipv4Address">The remote IP address (despite the name, can be an IPv6 address or a domain name).</param>
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/// <param name="port">The remote port to connect to.</param>
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/// <param name="listenAddress">The address the server is going to listen on.</param>
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public void SetConnectionData(string ipv4Address, ushort port, string listenAddress = null)
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{
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ConnectionData = new ConnectionAddressData
@@ -806,8 +806,8 @@ public void SetConnectionData(string ipv4Address, ushort port, string listenAddr
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/// <summary>
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/// Sets IP and Port information. This will be ignored if using the Unity Relay and you should call <see cref="SetRelayServerData"/>
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/// </summary>
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/// <param name="endPoint">The remote end point</param>
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/// <param name="listenEndPoint">The local listen endpoint</param>
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/// <param name="endPoint">The remote endpoint the client should connect to.</param>
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/// <param name="listenEndPoint">The endpoint the server should listen on.</param>
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public void SetConnectionData(NetworkEndpoint endPoint, NetworkEndpoint listenEndPoint = default)
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{
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string serverAddress = endPoint.Address.Split(':')[0];

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