PredictedObject
This component only has values when using Prediction V1. The component will remain available on Prediction V2 but will not function.
A predicted object is any networked object which may be affected by client-side prediction. This could be the player object which is using client-side prediction, or an object which a player may collide into, such as a rolling ball.
PredictedObject is responsible for configuring objects, smoothing, and reconciling them when appropriate.
Component Settings
Implements Prediction Methods must be marked if the NetworkObject uses Replicate and Reconcile methods. When PredictedObject is only used to forward states and does not implement prediction methods, leave this unchecked.
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 root, the graphics must remain beneath root and set as the graphical object.
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 option should you choose.
Owner Settings
Smooth Position while true will smooth position changes.
Smooth Rotation while true will smooth position changes.
Interpolation is how many ticks the graphical object should buffer before being updated. This value does not affect the rigidbody object; it remains in real-time.
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.
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