extends MultiplayerSynchronizer var move_direction: Vector2 func _ready() -> void: move_direction = Vector2.ZERO 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 * %RunnerCameraTarget.global_basis.z) + (directional_input.y * %RunnerCameraTarget.global_basis.x) move_direction = Vector2(camera_adjusted.x, camera_adjusted.z).rotated(PI / 2.0)