Slipstream uses Client-Side Prediction and Server Reconciliation for server-authoritative networking.FishNet is employed as the high-level networking API in Unity.Prediction is implemented through replicate and reconcile methods using FishNet.Replicate method handles player input mutates the state on both server and client.Reconcile method updates the client state based on the server's state.Clients run slightly in the 'future' compared to the server to mitigate latency.Entity interpolation is used to smooth out visual discrepancies due to server-reconciliation.Interpolation is adaptively employed after an unpredictable input triggers server-reconciliation.Linear interpolation is used to adjust player positions during visual updates.Networking for real-time physics-based games like Slipstream involves complex strategies and trade-offs.