class_name ServerControlledPlayer extends CharacterBody3D const JUMP_VELOCITY = 4.5 func _ready() -> void: pass @export_category("ServerControlledPlayer") @onready var placeholder: Node3D = $'..' var input_direction := Vector2() var input_rotation_y @rpc("call_local", "any_peer", "unreliable_ordered") func set_input_direction(new_input_direction: Vector2): input_direction = new_input_direction @rpc("call_local", "any_peer", "unreliable_ordered") func set_rotation_y(new_rotation_y: float): rotation.y = new_rotation_y @rpc("call_local", "any_peer", "unreliable_ordered") func set_rotation_x(new_rotation_x: float): rotation.x = new_rotation_x @rpc("call_local", "any_peer", "unreliable_ordered") func jump(): jumping = true var jumping := false func _process(delta: float) -> void: if not is_on_floor(): velocity += get_gravity() * delta if is_on_floor() && jumping: velocity.y = JUMP_VELOCITY jumping = false if is_on_floor(): var direction := (transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized() #if is_on_floor(): if direction: velocity.x = direction.x * placeholder.character_speed velocity.z = direction.z * placeholder.character_speed else: velocity.x = move_toward(velocity.x, 0, placeholder.character_speed) velocity.z = move_toward(velocity.z, 0, placeholder.character_speed) func _physics_process(delta: float) -> void: move_and_slide()