---
description: >-
This component can be used to prevent client side objects from running physics
too quickly due to prediction replays.
---
# OfflineRigidbody
## Description
When using predictions, especially physics prediction, the client will often re-simulate physics to make corrections. You generally want to add an OfflineRigidbody component to prevent non-networked objects from simulating multiple times during a correction.
## Settings
Default settings
### :gear: **Rigidbody Type**
> This is to specify if the offline object uses a rigidbody3d, or 2d.
### :gear: **Get In Children**
> This setting should be enabled if you have child rigidbodies. Keeping this disabled when child rigidbodies are not present will save a very small amount of performance.
## Combining Smoothers
There is a fair chance you will want to have the graphical object on your rigidbodies smoothed between ticks. There are a variety of components to accomplish this; see them on the [tick-smoothers](../tick-smoothers/ "mention") page.