extends CharacterBody3D class_name ServerNode var jumping := false var input_direction: Vector2 = null var owner_id: int = 0 func _ready() -> void: pass func _physics_process(delta: float) -> void: if not is_on_floor(): velocity += get_gravity() * delta if is_on_floor() && jumping: velocity.y = const . #if shooting: jumping = false var direction := (transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized() if is_on_floor(): if direction: #first_view_legs_anim.play("Run Forward") velocity.x = direction.x * character_speed velocity.z = direction.z * character_speed else: velocity.x = move_toward(velocity.x, 0, character_speed) velocity.z = move_toward(velocity.z, 0, character_speed)