# Using RollbackSynchronizer without inputs In certain cases, a component needs to participate in rollback, but is not driven by any input. One example could be more complex NPCs. These need to be part of the rollback tick loop, but they are not controlled by any player. In these cases, you can use RollbackSynchronizer as described earlier in [Responsive player movement], but without the input. This means not needing an input node, and not configuring any input properties. State properties still need to be configured, and the gameplay logic must be implemented in `_rollback_tick()`. !!!tip An example project featuring a simple NPC using an inputless RollbackSynchronizer can be found at [examples/rollback-npc]. Under the hood, *netfox* will simulate these inputless nodes whenever it encounters a tick that has no state for the inputless node. On the server, this means inputless nodes will be simulated only for new ticks. On clients, this means never being simulated, since all state is received from the server. If prediction is enabled, clients will simulate inputless nodes for ticks they don't have data from the server. [Responsive player movement]: ./responsive-player-movement.md [examples/rollback-npc]: https://github.com/foxssake/netfox/tree/main/examples/rollback-npc