Fish-Net: Networking Evolved
search
Ctrlk
  • Overview
    • What Is FishNet?chevron-right
    • Showcasechevron-right
    • Asset Integrationschevron-right
    • Community Resources
  • Tutorials
    • Getting Startedchevron-right
    • Common Taskschevron-right
  • Guides
    • High-Level Overviewchevron-right
    • Featureschevron-right
      • Server and Client Identificationchevron-right
      • Networked GameObjects and Scriptschevron-right
      • Network State Events
      • Network Communicationchevron-right
      • Data Serializationchevron-right
      • Ownershipchevron-right
      • Area of Interest (Observer System)chevron-right
      • Scene Managementchevron-right
      • InstanceFinder
      • Addressables
      • Transportschevron-right
      • Predictionchevron-right
        • What Is Client-Side Prediction
        • Configuring PredictionManager
        • Configuring TimeManager
        • Configuring NetworkObject
        • Offline Rigidbodies
        • Interpolations
        • Creating Codechevron-right
        • Custom Comparers
        • PredictionRigidbody
        • Using NetworkColliders
      • Lag Compensationchevron-right
      • Code Stripping (Pro Feature)
    • Updating FishNetchevron-right
    • Server Hostingchevron-right
    • Moving to Fish-Networking
    • Troubleshootingchevron-right
  • FishNet Building Blocks
    • Componentschevron-right
    • Prefabschevron-right
    • ScriptableObjectschevron-right
    • Transportschevron-right
    • Configuration and Tools
  • API Documentation
    • API Referencearrow-up-right-from-square
gitbookPowered by GitBook
block-quoteOn this pagechevron-down
  1. Guideschevron-right
  2. Features

Prediction

Prediction is the act of server-authoritative actions while allowing clients to move in real-time without delay.

What Is Client-Side Predictionchevron-rightConfiguring PredictionManagerchevron-rightConfiguring TimeManagerchevron-rightConfiguring NetworkObjectchevron-rightOffline Rigidbodieschevron-rightInterpolationschevron-rightCreating Codechevron-rightCustom Comparerschevron-rightPredictionRigidbodychevron-rightUsing NetworkColliderschevron-right
PreviousMultipasschevron-leftNextWhat Is Client-Side Predictionchevron-right

Last updated 1 year ago