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+Fish-Networking 4.7.2R+ RequiredWorks with URP/HDRP Scene (HDRP Textures will need to be upgraded from URP)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-tunerRequirements- Unity 6000 or newer- Fish-Networking 4.7.2R or laterPlayer (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 platformsMoving platforms- Server-authoritative attach/detach with client prediction- Local reference frame parenting for riding without rubber-band- Air control while still parented during platform jumpsBall- Predicted ball with server-authoritative ownership transfer on player contactVehicle (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 hierarchyNetworking- Tick-based replicate and reconcile pattern aligned with FishNet CSP- Works across any tick ratePackage contents- Example scenes and prefabs- Documented setup guide in the download- CSP configuration examples for TimeManager, PredictionManager, and tick smoothingThis package was designed and directed by me. I defined the client-side prediction approach, platform parenting, vehicle ownership, reconcile behavior, and how systems should work in a FishNet tick-based setup.AI coding tools were used as an implementation aid to translate that design into Unity C# code, including script structure, API usage, and repetitive refactors. All gameplay logic, tuning decisions, and final behavior were reviewed and tested by me in Unity before release.





