public struct PredictedMarks an entity whose future this client guesses at rather than waits for.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Local, and never replicated. Which entities a peer predicts is a property of that peer — a client predicts itself, and every other client is somebody it interpolates. A replicated version of this would be a server telling clients what to guess, which is not a thing a server knows.
Predicting more is not free and not obviously better. Every predicted entity is state to record per tick and to compare per snapshot, and — more to the point — every predicted entity is a thing that can be predicted wrong in front of the player. Doc 16's warning is worth repeating here: a game that predicts movement but not the interactions movement causes feels less consistent than one that predicts nothing.
Used by (6)
- ClientPredictionVixen.Net
- ClientPredictionTestsVixen.Net.Tests
- MachineVixen.Net.Physics.Tests
- PredictedOwnershipSystemVixen.Net
- PredictionHistoryVixen.Net
- PredictionWiringTestsVixen.Net.Tests