Fish-Net: Networking Evolved
  • Introduction
    • Getting Started
    • Showcase
      • Upcoming Releases
    • Legal Restrictions
    • Pro, Projects, and Support
    • Business Support
    • Branding
  • Manual
    • General
      • Unity Compatibility
      • Changelog
        • Development Road Map
        • Major Version Update Solutions
      • Development
      • Performance
        • Benchmark Setup
        • Fish-Networking Vs Mirror
      • Terminology
        • Miscellaneous
        • Communicating
        • Server, Client, Host
      • Transports
      • Add-ons
        • Edgegap and other Hosting
        • Fish-Network-Discovery
      • Feature Comparison
      • Upgrading To Fish-Networking
    • Guides
      • Frequently Asked Questions (FAQ)
      • Creating Bug Reports
        • Report Example
      • Technical Limitations
      • Third-Party
      • Getting Started
        • Commonly Used Guides
        • Ownership - Moving Soon
        • Step-by-Step
          • Getting Connected
          • Preparing Your Player
      • Components
        • Managers
          • NetworkManager
          • TimeManager
          • PredictionManager
          • ServerManager
          • ClientManager
          • SceneManager
          • TransportManager
            • IntermediateLayer
          • StatisticsManager
          • ObserverManager
            • HashGrid
          • RollbackManager (Pro Feature)
        • Transports
          • FishyWebRTC
          • Bayou
          • FishyEOS (Epic Online Services)
          • FishyFacepunch (Steam)
          • FishyRealtime
          • FishySteamworks (Steam)
          • FishyUnityTransport
          • Multipass
          • Tugboat
          • Yak (Pro Feature)
        • Prediction
          • Network Collider
            • NetworkCollision
            • NetworkCollision2D
            • NetworkTrigger
            • NetworkTrigger2D
          • OfflineRigidbody
          • PredictedOwner
          • PredictedSpawn
        • Utilities
          • Tick Smoothers
            • NetworkTickSmoother
            • OfflineTickSmoother
          • MonoTickSmoother [Obsolete]
          • DetachableNetworkTickSmoother [Obsolete]
          • BandwidthDisplay
          • DefaultScene
          • PingDisplay
        • Authenticator
        • ColliderRollback
        • NetworkAnimator
        • NetworkBehaviour
        • NetworkTransform
        • NetworkObject
        • NetworkObserver
      • InstanceFinder
      • Ownership
        • Using Ownership To Read Values
      • Spawning and Despawning
        • Predicted Spawning
        • Nested NetworkObjects
        • Object Pooling
      • Components
      • NetworkBehaviour
      • NetworkObjects
      • Attributes, Quality of Life
      • Remote Procedure Calls
        • Broadcast
      • SyncTypes
        • Customizing Behavior
        • SyncVar
        • SyncList
        • SyncHashSet
        • SyncDictionary
        • SyncTimer
        • SyncStopwatch
        • Custom SyncType
      • Observers
        • Modifying Conditions
        • Custom Conditions
      • Automatic Serializers
      • Custom Serializers
        • Interface Serializers
        • Inheritance Serializers
      • Addressables
      • Scene Management
        • Scene Events
        • Scene Data
          • SceneLookupData
          • SceneLoadData
          • SceneUnloadData
        • Loading Scenes
        • Unloading Scenes
        • Scene Stacking
        • Scene Caching
        • Scene Visibility
        • Persisting NetworkObjects
        • Custom Scene Processors
          • 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
    • Server Hosting
      • Edgegap - Official Partner
        • Getting Started with Edgegap
      • Hathora
        • Getting Started with Hathora
      • Amazon Web Services (AWS)
        • Getting Started with AWS
    • API
Powered by GitBook
On this page
  1. Manual
  2. Guides
  3. Components
  4. Utilities

Tick Smoothers

These components smooths a child graphical object over frames between each network tick. These are useful for prediction and smoothing graphics on larger physics steps.

You may put multiple tick smoother components beneath an object if you have several different graphical pieces in your hierarchy you want smoothed. A good example of this is a vehicle where the wheels move independently of the vehicle body.

The smoother will be placed on the graphical object you wish to smooth; this object must not be the same as the target, nor higher in the hierarchy of the target; being a child of the target is fine.

Tick Smoothers are only used by clients. These components will not function when only the server is started.

PreviousUtilitiesNextNetworkTickSmoother

Last updated 2 months ago