Vixen
02b45cc4
csharp
public struct Predicted

Marks 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