Does Unity provide built-in network prediction?

I was reading the online documentation for Unity and it talks about using prediction (along with interpolation/extrapolation) to hide the effects of latency in network games but I can’t seem to find any built-in functionality for this.

Does this type of thing exist?

built in: no, as this highly depends on the game
example: yupp, ressource section on the page, sample project - networking and then there the TPS-Auth