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Package details
- Latest version
- 1.0
- Last updated
- First released
- Unity version
- 6000.4.0 or later
- Package size
- 56.5 MB
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- 100
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Keywords
Client-Side Prediction Example for Unity3D
A Client-Side Prediction starter package for Unity 6 / FishNet Predicted rigidbody player, moving platforms, predicted vehicle, and networked vehicle setup tool. Works with Fish-Networking 4.7.2R+
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Client-Side Prediction Example for Unity3D screenshot 1
About this asset
A working FishNet client-side prediction (CSP) example for multiplayer action games. Drop it into a Unity 6000 project with Fish-Networking 4.7.2R or later and get responsive on-foot movement, moving platforms, and a predicted vehicle you can drive in a networked scene.
The package is built around PredictionRigidbody and FishNet's tick/reconcile workflow. The player uses a rigidbody controller (walk, sprint, jump, slide) with third-person camera and the New Input System. Moving platforms use a local reference frame with server reconcile so riders stay on the deck without rubber-banding. A predicted ball example is included for possession and transfer testing.
The vehicle system covers enter/exit, seat reservation, driver ownership, arcade WheelCollider drive, spawn snap to ground, and spectator-friendly visuals. A Vehicle Setup editor tool bakes colliders, seats, doors, hinges, and network components from your model hierarchy.
Includes example scenes, prefabs, and configured FishNet components. Suitable as a starting point for third-person multiplayer, platformers, or driving prototypes. You can extend or replace movement, camera, and vehicle presets in your own project.
Free CSP tuning guide: bigfatgames.com/csp-tuner
From the publisher's Asset Store listing.
Technical details
Requirements
- Unity 6000 or newer
- Fish-Networking 4.7.2R or later
Player (CSP)
- PredictedRigidbodyController with rigidbody movement (walk, sprint, jump, slide)
- Third-person camera follow
- Unity New Input System actions
- Idle stability and slope-aware movement on static ground
- Full-rate reconcile while grounded and on platforms
Moving platforms
- Server-authoritative attach/detach with client prediction
- Local reference frame parenting for riding without rubber-band
- Air control while still parented during platform jumps
Ball
- Predicted ball with server-authoritative ownership transfer on player contact
Vehicle (CSP)
- VehiclePrediction on PredictionRigidbody (server owns parked car, driver predicts input)
- PlayerVehicleInteractor: on foot, entering, seated, driving
- Server seat reservation and ownership on enter
- Instant exit at speed with safe exit spot
- WheelCollider arcade drive (steer, throttle, brake, handbrake)
- VehicleDriveSettings ScriptableObject presets
- Snap spawn to ground, parked mode when unowned
- Owner soft reconcile for driving stability
- Impact detachables and optional bonnet breakaway (local debris VFX)
Editor tools
- Vehicle Setup window: bake wheels, body, seats, doors, hinges, detachables, and network components from hierarchy
Networking
- Tick-based replicate and reconcile pattern aligned with FishNet CSP
- Works across any tick rate
Package contents
- Example scenes and prefabs
- Documented setup guide in the download
- CSP configuration examples for TimeManager, PredictionManager, and tick smoothing
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.4.0f1 | Not listed | Compatible | Compatible |
Fish-Networking 4.7.2R+ Required
Works with URP/HDRP Scene (HDRP Textures will need to be upgraded from URP)
As listed on the Asset Store.