# Prediction

- [What Is Client-Side Prediction](/docs/guides/features/prediction/what-is-client-side-prediction.md): Client-Side Prediction allows clients to perform actions in real-time while maintaining server authority.
- [Configuring PredictionManager](/docs/guides/features/prediction/configuring-predictionmanager.md): The PredictionManager is responsible for global prediction settings, and other prediction related information.
- [Configuring TimeManager](/docs/guides/features/prediction/configuring-timemanager.md): Very little of the TimeManager has to be configured for prediction.
- [Configuring NetworkObject](/docs/guides/features/prediction/configuring-networkobject.md): Setting up the NetworkObject inspector for prediction is mandatory for using prediction methods in scripts belonging to the NetworkObject.
- [Offline Rigidbodies](/docs/guides/features/prediction/offline-rigidbodies.md): In some cases you will want the player to be able to interact with non-networked rigidbodies; these require a special component.
- [Interpolations](/docs/guides/features/prediction/interpolations.md): Both the PredictionManager and NetworkObject have interpolation values, but with separate objectives
- [Creating Code](/docs/guides/features/prediction/creating-code.md): This guide provides examples of creating prediction code, understanding important aspects of the code, and leveraging it to your game.
- [Controlling an Object](/docs/guides/features/prediction/creating-code/controlling-an-object.md): Learn how to create a predicted object that the owner or server can control.
- [Non-Controlled Object](/docs/guides/features/prediction/creating-code/non-controlled-object.md): A very simple script for keeping non-controlled objects in synchronization with the prediction system.
- [Understanding ReplicateState](/docs/guides/features/prediction/creating-code/understanding-replicatestate.md): Being familiar with what each state means will help you fine-tune your gameplay on spectated objects.
- [Using States in Code](/docs/guides/features/prediction/creating-code/understanding-replicatestate/using-states-in-code.md): Understanding how to use states will greatly improve your experience when writing code for your replicate method.
- [Predicting States in Code](/docs/guides/features/prediction/creating-code/understanding-replicatestate/predicting-states-in-code.md): Due to the unpredictability of the Internet inputs may drop or arrive late. Predicting states is a simple way to compensate for these events.
- [Advanced Controls](/docs/guides/features/prediction/creating-code/advanced-controls.md): This guide supplements the basic prediction guide by showing how to introduce more complexities to your controls.
- [Custom Comparers](/docs/guides/features/prediction/custom-comparers.md): Fish-Networking generates comparers for prediction data to perform internal optimizations, but on occasion certain types cannot have comparers automatically generated.
- [PredictionRigidbody](/docs/guides/features/prediction/predictionrigidbody.md): This class provides accurate simulations and re-simulations when applying outside forces, most commonly through collisions.
- [Using NetworkColliders](/docs/guides/features/prediction/using-networkcolliders.md): Using each NetworkCollider component is the same, and can be used very similar to Unity callbacks.
