---
description: >-
  This component can be used to prevent client side objects from running physics
  too quickly due to prediction replays.
---

# OfflineRigidbody

## Description

When using predictions, especially physics prediction, the client will often re-simulate physics to make corrections. You generally want to add an OfflineRigidbody component to prevent non-networked objects from simulating multiple times during a correction.

## Settings

<div align="left"><figure><img src="https://1328095063-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MheH2hMo3djr9VSyxTE%2Fuploads%2Fgit-blob-d01e18f505fea79cf823bed8178274a97b34d186%2Foffline-rigidbody-component.png?alt=media" alt=""><figcaption><p>Default Settings</p></figcaption></figure></div>

### :gear: **Rigidbody Type**

> This is to specify if the offline object uses a rigidbody3d, or 2d.

### :gear: **Get In Children**

> This setting should be enabled if you have child rigidbodies. Keeping this disabled when child rigidbodies are not present will save a very small amount of performance.

## Combining Smoothers

There is a fair chance you will want to have the graphical object on your rigidbodies smoothed between ticks. There are a variety of components to accomplish this; see them on the [tick-smoothers](../tick-smoothers "mention") page.
