NetworkObject

This component is attached automatically anytime a script which inherits from NetworkBehaviour is added to your object.

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Prediction are values only enabled when using Prediction 2.

Enable Prediction should be used to set whether the object is making use of prediction or not. Enabling this will make available the following settings.

Prediction Type is to determine if you are using rigidbodies or not for the predicted object. For example, if you were updating your transform with a CharacterController component this would be set to Other. If you were using rigidbodies you would choose Rigidbody or Rigidbody2D.

Enable State Forwarding is used to forward the replicate and reconcile states to all clients. This is ideal for games where you want all clients and server to run the same inputs. Disabling this setting will cause prediction to only be used on the owner; you will then have to synchronize to spectators using other means, such as a NetworkTransform or custom script.

Graphical Object is the object which holds the graphics for your predicted object. When using client-side prediction all predicted objects must have their graphics as a child of the predicted object. For example, if your rigidbody and collider are on the root object, the graphics must remain beneath the root and set as the graphical object.

  • Interpolation is how many ticks to interpolate the graphics on client owned objects. A setting as low as 1 can usually be sufficient to smooth over the frames between ticks.

  • Enable Teleport will allow the graphical object to teleport to it's actual position – also known as the root position – if the position changes are drastic. Ideally you will not need this setting, but it's an available option should you desire to use it.

    • Teleport Threshold is shown while teleporting is enabled. If the graphical object's position is this many units away from the actual position, then the graphical object will teleport to the actual position.

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