extends CharacterBody3D const SPEED = 5.0 const JUMP_VELOCITY = 4.5 var synced_position := Vector3.ZERO var synced_rotation := Vector3.ZERO # Get the gravity from the project settings to be synced with RigidDynamicBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") var has_control = false func _ready(): has_control = name == str(multiplayer.get_unique_id()) print( 'I am ' + str(multiplayer.get_unique_id())) print( 'or ' + str(multiplayer.get_remote_sender_id())) has_control = !Globals.is_server if Globals.is_server == false && has_control: print ( 'Taking control!') get_node("Camera3D").current = true func _physics_process(delta): if not has_control: position = synced_position rotation = synced_rotation return # Add the gravity. if not is_on_floor(): velocity.y -= gravity * delta # Handle Jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var input_dir = Input.get_vector("strafe_left", "strafe_right", "move_forward", "move_backward") var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: velocity.x = direction.x * SPEED velocity.z = direction.z * SPEED else: velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED) move_and_slide() if Input.is_action_pressed("look_left"): rotation.y += 0.02 if Input.is_action_pressed("look_right"): rotation.y -= 0.02 rpc_id(1, StringName('update_server'), position, rotation) #update_server(position, rotation).rpc() @rpc("any_peer", "call_remote", "unreliable_ordered") func update_server(pos: Vector3, rot: Vector3): if not multiplayer.is_server(): return #if name != str(multiplayer.get_remote_sender_id()): ##print ("foei?") #return synced_position = pos synced_rotation = rot