I made a client side prediction subsystem for Urho3D that doesn’t conflict or modify Urho’s Network subsystem.
Client side prediction lets the client predict the outcome of it’s own input without waiting to receive it from the server, and thus eliminating the latency from round trip of the time it takes the input to arrive to the server, and the time it takes to the new state to be sent back to the client.
Source and instructions:
github.com/Enhex/Urho3D-CSP