extends MultiplayerSynchronizer @export var direction: Vector2 = Vector2.ZERO @export var walking: bool = false func _ready() -> void: if multiplayer.is_server() or get_multiplayer_authority() != multiplayer.get_unique_id(): set_process(false) set_physics_process(false) return func _physics_process(_delta: float) -> void: var directional_input := Input.get_vector("move_right", "move_left", "move_forward", "move_back") var camera_adjusted: Vector3 = (directional_input.x * %CameraTarget.global_basis.z) + (directional_input.y * %CameraTarget.global_basis.x) direction = Vector2(camera_adjusted.x, camera_adjusted.z).rotated(PI / 2.0).normalized() walking = Input.is_action_pressed("walk")