Fish-Net: Networking Evolved
  • Overview
    • What is FishNet?
      • Features
        • Unity Compatibility
        • Performance
          • Benchmark Setup
          • Fish-Networking Vs Mirror
      • Pro, Projects, and Support
      • Business Support
      • Development
        • Changelog
        • Roadmap
      • Branding
      • Legal Restrictions
    • Showcase
      • Upcoming Releases
    • Asset Integrations
      • Fish-Network-Discovery
    • Community Resources
  • Guides
    • Getting Started
      • Installing Fish-Networking
      • Getting Connected
      • Preparing Your Player
      • Moving Your Player Around
      • Spawning and Despawning Items
      • Using SyncVars to Sync Colors
      • Connecting to Remote Devices
      • Beyond the Basics
    • High-Level Overview
      • Fundamentals
      • Networking Models
      • Terminology
        • Server, Client, Host
        • Communicating
        • Miscellaneous
      • Transports
    • Features
      • Server and Client Identification
        • Executing on Server or Client
        • NetworkConnections
      • Networked GameObjects and Scripts
        • NetworkObjects
        • NetworkBehaviour
        • Spawning and Despawning
          • Predicted Spawning
          • Nested NetworkObjects
          • Object Pooling
      • Network State Events
      • Network Communication
        • Remote Procedure Calls
        • SyncTypes
          • Customizing Behavior
          • SyncVar
          • SyncList
          • SyncHashSet
          • SyncDictionary
          • SyncTimer
          • SyncStopwatch
          • Custom SyncType
        • Broadcasts
      • Data Serialization
        • Custom Serializers
          • Interface Serializers
          • Inheritance Serializers
      • Ownership
        • Using Ownership To Read Values
      • Area of Interest (Observer System)
        • Modifying Conditions
        • Custom Conditions
      • Scene Management
        • Scene Events
        • Scene Data
          • SceneLookupData
          • SceneLoadData
          • SceneUnloadData
        • Loading Scenes
          • Automatic Online and Offline Scenes
        • Unloading Scenes
        • Scene Stacking
        • Scene Caching
        • Scene Visibility
        • Persisting NetworkObjects
        • Custom Scene Processors
          • Addressables
      • InstanceFinder
      • Addressables
      • Transports
        • Multipass
      • Prediction
        • What Is Client-Side Prediction
        • Configuring PredictionManager
        • Configuring TimeManager
        • Configuring NetworkObject
        • Offline Rigidbodies
        • Interpolations
        • Creating Code
          • Controlling An Object
          • Non-Controlled Object
          • Understanding ReplicateState
            • Using States In Code
            • Predicting States In Code
          • Advanced Controls
        • Custom Comparers
        • PredictionRigidbody
        • Using NetworkColliders
      • Lag Compensation
        • States
        • Raycast
        • Projectiles
    • Upgrading API
    • Server Hosting
      • Edgegap - Official Partner
        • Getting Started with Edgegap
      • Hathora
        • Getting Started with Hathora
      • Amazon Web Services (AWS)
        • Getting Started with AWS
    • Upgrading To Fish-Networking
    • Troubleshooting
      • Technical Limitations
      • Creating Bug Reports
        • Report Example
      • FAQ
  • FishNet Building Blocks
    • Components
      • Managers
        • NetworkManager
        • TimeManager
        • PredictionManager
        • ServerManager
        • ClientManager
        • SceneManager
        • TransportManager
          • IntermediateLayer
        • StatisticsManager
        • ObserverManager
          • HashGrid
        • RollbackManager (Pro Feature)
      • Prediction
        • Network Collider
          • NetworkCollision
          • NetworkCollision2D
          • NetworkTrigger
          • NetworkTrigger2D
        • OfflineRigidbody
        • PredictedOwner
        • PredictedSpawn
      • Utilities
        • PingDisplay
        • BandwidthDisplay
        • Tick Smoothers
          • NetworkTickSmoother
          • OfflineTickSmoother
          • MonoTickSmoother [Obsolete]
          • DetachableNetworkTickSmoother [Obsolete]
      • PlayerSpawner
      • DefaultScene
      • ServerSpawner
      • Authenticator
      • ColliderRollback
      • NetworkAnimator
      • NetworkBehaviour
      • NetworkTransform
      • NetworkObject
      • NetworkObserver
    • Prefabs
      • NetworkManager
      • NetworkHudCanvas
    • ScriptableObjects
      • ObserverConditions
        • DistanceCondition
        • GridCondition
        • HostOnlyCondition
        • MatchCondition
        • OwnerOnlyCondition
        • SceneCondition
      • SpawnablePrefabs
        • DefaultPrefabObjects
        • SinglePrefabObjects
        • DualPrefabObjects
      • LevelLoggingConfiguration
    • Transports
      • Tugboat
      • Multipass
      • Yak (Pro Feature)
      • Bayou
      • FishyWebRTC
      • FishyUnityTransport
      • FishySteamworks (Steam)
      • FishyEOS (Epic Online Services)
      • FishyFacepunch (Steam)
      • FishyRealtime (Photon)
  • API Documentation
    • API Reference
Powered by GitBook
On this page
  1. Guides
  2. Features
  3. Prediction

PredictionRigidbody

This class provides accurate simulations and re-simulations when applying outside forces, most commonly through collisions.

PreviousCustom ComparersNextUsing NetworkColliders

Last updated 1 year ago

Using PredictionRigidbody is very straight forward. In short, you move from applying force changes to the rigidbody onto the PredictionRigidbody instance instead.

View the guide for using PredictionRigidbody in your replicate and reconcile methods.

Using Outside The Script

As mentioned above you should always apply forces to the PredictionRigidbody component rather than the Rigidbody directly. Our first guides demonstrate how to do this within the replicate method, as well how to reconcile using the PredictionRigidbody, but do not show how to add forces from outside scripts, such as a bumper in your game.

There is virtually no complexity to adding outside forces other than remembering to add them again, to the PredictionRigidbody and not the Rigidbody.

The example below is what it might look like if using a trigger on a world object to repel the player.

For triggers and collisions to work properly with prediction you must use our NetworkTrigger/NetworkCollision components. Otherwise, due to a Unity limitation, such interactions would not work. You can learn more about those components here.

Fun fact: Fish-Networking is the only framework that has the ability to simulate Enter/Exit events with prediction; not even Fusion does this!

private void NetworkTrigger_OnEnter(Collider other)
{
    //Add upward impulse when hitting this trigger.
    if (other.TryGetComponent<RigidbodyPlayer>(out rbPlayer))
        rbPlayer.PredictionRigidbody.AddForce(Vector3.up, ForceMode.Impulse);
    //Do not call Simulate on the PredictionRigidbody here. That should only be done
    //within the replicate method.
}

There is a fair chance a number of controllers will want to set velocities directly as well. PredictionRigidbody does support this. We encourage you to review the for all available functionality.

Our last example demonstrates setting velocities directly.

You would still call PredictionRigidbody.Simulate() regardless of how velocities are set.

float horizontal = data.Horizontal;
Vector3 velocity = new Vector3(data.Horizontal, 0f, 0f) * _moveRate;
PredictionRigidbody.Velocity(velocity);
Creating Code
PredictionRigidbody API