Prediction
Use prediction to manage latency in your game.
Topic |
Description |
Introduction to prediction |
Client prediction allows clients to use their own inputs to locally simulate the game, without waiting for the server's simulation result. |
Prediction in Netcode for Entities |
Implement client prediction in Netcode for Entities. |
Prediction smoothing |
The GhostPredictionSmoothingSystem system provides a way of reconciling and reducing prediction errors over time, to make the transitions between states smoother. |
Prediction switching |
Netcode supports opting into prediction on a per-client, per-ghost basis, based on some criteria (for example, predict all ghosts inside this radius of my clients' character controller). This feature is called prediction switching. |
Prediction edge cases and known issues |
When using client-side prediction, there are a few known edge cases you should be aware of. |
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