csharp
public delegate PredictedStep<T> where T : struct, IPredictedInput<T>One tick of the game's own simulation, as the predictor replays it.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
It must be a pure function of the world and the input. Not a style preference — the same tick is simulated twice whenever a snapshot disagrees, and anything the step reads that is not in the world or the input is something that will be different the second time: wall-clock time, a random number generator nobody seeded, the frame counter, an event queue that was drained. A step that is not reproducible does not merely predict badly; it makes the correction itself wrong, and the symptom is a player who twitches on a connection that is behaving perfectly.
Used by (2)
- ClientPredictionVixen.Net
- PredictedPlayerMovementVixen.Net.Physics