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. |