> For the complete documentation index, see [llms.txt](https://kinematicsoup.gitbook.io/reactor/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://kinematicsoup.gitbook.io/reactor/api-reference/ks.reactor.client/ks.reactor.client.ksconverginginputpredictor/ks.reactor.client.ksconverginginputpredictor.movechecker.md).

# Delegate ksConvergingInputPredictor.MoveChecker

Namespace: [KS.Reactor.Client](/reactor/api-reference/ks.reactor.client.md)\
Assembly: KSUnity.dll

Delegate for checking for collisions and repositioning the entity when moving between two points.

```csharp
public delegate ksVector3 ksConvergingInputPredictor.MoveChecker(ksBaseEntity entity, ksVector3 startPosition, ksVector3 targetPosition, bool isRenderPosition)
```

#### Parameters

`entity` [ksBaseEntity](/reactor/api-reference/ks.reactor.client/ks.reactor.client.ksbaseentity.md)

Entity to move.

`startPosition` [ksVector3](/reactor/api-reference/ks.reactor/ks.reactor.ksvector3.md)

Entity starting position.

`targetPosition` [ksVector3](/reactor/api-reference/ks.reactor/ks.reactor.ksvector3.md)

Position to move the entity to.

`isRenderPosition` [bool](https://learn.microsoft.com/dotnet/api/system.boolean)

Will the result of this move be the position the entity is rendered at? This matters when the controlled entity is a kinematic rigid body, where sometimes the predicted server position is moved and we don't want to check for collisions with dynamic rigid bodies that the player will push away, and sometimes the render position is moved and we do want to check for those collisions to prevent the render position from embedding with dynamic objects.

#### Returns

[ksVector3](/reactor/api-reference/ks.reactor/ks.reactor.ksvector3.md)

Position to move the entity to.
