PurrDiction

Installation

PurrDiction is an addon to PurrNet. Install a compatible PurrNet version first; PurrDiction's package does not declare PurrNet as an automatic UPM dependency.

Install from Git

In Unity, open Window > Package Manager, select Add package from git URL, and use the stable branch:

https://github.com/PurrNet/PurrDiction.git?path=/Assets/PurrDiction#release

Use the development branch only when you intentionally need unreleased work:

https://github.com/PurrNet/PurrDiction.git?path=/Assets/PurrDiction#dev

Git must be installed and available to Unity. Restart Unity and Unity Hub after installing Git.

Install from OpenUPM

PurrDiction's package name is dev.purrnet.purrdiction:

openupm add dev.purrnet.purrdiction

You can also configure the OpenUPM scoped registry and add the package by name through Unity's Package Manager.

Configure a scene

  1. Add one Prediction Manager to each scene that owns a predicted world.
  2. Select which Built In Systems the scene needs: hierarchy, players, time, random, and 2D or 3D physics.
  3. If using Unity physics, enable the matching flag in Physics Provider as well as the matching built-in physics system.
  4. Choose whether view updates run in Update, LateUpdate, or not at all with Update View Mode.
  5. Create a Predicted Prefabs asset from Assets > Create > PurrNet > Purrdiction > PredictedPrefabs and assign it to the manager when the hierarchy will create predicted prefabs.

The Predicted Prefabs asset can scan a selected folder, or all of Assets, for prefabs containing a PredictedIdentity. Each entry can optionally use pooling and a warmup count.

Both Built In Systems > Physics 3D/2D and the corresponding Physics Provider flag are required for PurrDiction-managed Unity physics. Do not drive predicted physics from FixedUpdate; the Prediction Manager advances physics during its tick simulation.

First verification

Enter Play Mode as host and confirm that:

  • The Prediction Manager spawns without registration errors.
  • Any predicted prefab used by PredictedHierarchy.Create appears in the assigned Predicted Prefabs asset.
  • Input and simulation callbacks run at the PurrNet tick rate.
  • A remote client receives verified frames and corrects after simulated latency or packet loss.

After setup, continue with Predicted Identities or the built-in components.