Normalize Comment Terminology

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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copeconeandClaude Sonnet 5.5 committed 2026-10-15 18:29:22 +09:00
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@@ -180,7 +180,7 @@ public class RenderSession
/// Sets the custom condition function that determines when the render session should end.
/// </summary>
/// <remarks>
/// The condition is polled on the main thread once per frame from the start of the countdown until the render ends.
/// The condition is polled on the main Unity thread once per frame from the start of the countdown until the render ends.
/// When it first returns <c>true</c>, the render continues for <see cref="RenderConfig.DelayAfterEnd"/> seconds of
/// render time and then finishes successfully; it is not required to stay <c>true</c>. The default condition is
/// that the level is cleared (<c>scrController.instance.state == States.Won</c>). Calling this method again
@@ -231,7 +231,7 @@ public class RenderSession
/// Adds a callback action to be invoked when the render session completes or fails.
/// </summary>
/// <remarks>
/// Called once per render on the main thread: on success after the output file has been finished, on cancel or
/// Called once per render on the main Unity thread: on success after the output file has been finished, on cancel or
/// failure after the unfinished file has been deleted, and before the game returns to the level editor.
/// It is not called when the render stops because the game quits. Multiple calls combine the callbacks (invoked in
/// the order added). The combined callback replaces the default one, which shows the desktop notification.
@@ -249,7 +249,7 @@ public class RenderSession
/// Adds a callback action to be invoked on the last update of each frame in the render session.
/// </summary>
/// <remarks>
/// Called on the main thread every Unity frame after all other <c>LateUpdate</c> calls, from the moment the game scene
/// Called on the main Unity thread every Unity frame after all other <c>LateUpdate</c> calls, from the moment the game scene
/// of the render has loaded until the render ends (including the countdown, before capture starts).
/// Multiple calls combine the callbacks. An exception thrown by a callback is logged.
/// </remarks>