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Each frame that Enable Predictions is active, APreds UI reads the velocity of each hand, projects a target position ahead of where your hand is moving, and lerps your hand toward that target. The four sliders control how aggressively the prediction runs, when it kicks in, how smoothly your hand follows, and how far it can reach. Tuning them together lets you dial in a feel that ranges from barely noticeable to highly exaggerated.
Range: 0.0010.2PredSrength is the scalar multiplied by your hand’s current velocity to compute the prediction offset. A value of 0.1 means the target is placed 0.1 × velocity units ahead of your hand each frame. Lower values produce a subtle forward nudge; higher values push the target much further ahead of actual hand position.Start at the low end and increase gradually. The effect compounds with fast movement, so a value that feels fine while moving slowly may feel jarring during a quick swing.
Range: 0.010.3movementThreshold is the minimum velocity magnitude your hand must exceed before any prediction is applied. If the measured velocity is at or below this value, the hand position is left unchanged for that frame.A low threshold (near 0.01) means prediction activates during almost any movement. A high threshold (toward 0.3) restricts prediction to fast, intentional swings and ignores slow drifts or minor controller jitter.
Range: 0.010.5smoothness is the t parameter passed to Vector3.Lerp each frame. It controls how quickly your hand position moves toward the predicted target.Lower values (near 0.01) produce a gradual, delayed follow — your hand trails behind the target smoothly. Higher values (toward 0.5) make your hand snap to the target much faster, producing a snappier but less fluid feel. At very high values the effect begins to feel instantaneous.
Range: 1.02.5maxArmLength clamps the distance between your hand and your head center using Vector3.ClampMagnitude. After the lerp step, if the predicted hand position would place your hand further than maxArmLength units from your head, it is pulled back to exactly that distance.This acts as a safety limiter to prevent the prediction from moving your hands to physically implausible positions. Keep this close to 1.0 unless you intentionally want extended reach.
Setting Max Arm Length close to 2.5 may cause your arms to visually stretch well beyond their normal range, which can look unnatural to other players and interfere with normal gameplay physics.

How the settings interact

The code below from MakePreds() shows the exact order of operations for the left hand each frame. The same logic runs for the right hand in parallel.
MakePreds()
Vector3 target = leftHand.position + leftVel * PredSrength;
leftHand.position = Vector3.Lerp(leftHand.position, target, smoothness);
leftHand.position = Vector3.ClampMagnitude(leftHand.position - head.position, maxArmLength) + head.position;
  1. A target is computed by adding PredSrength × velocity to the current hand position.
  2. The hand lerps toward that target using smoothness as the interpolation factor.
  3. The result is clamped so the hand stays within maxArmLength of the head.
Increase Preds Strength gradually — one small step at a time. High values combined with fast movement amplify the predicted offset significantly and can make your hands feel out of control.

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