class_name SUCCPawn extends CharacterBody3D¶
Remote-peer representation. Receives synced transform/state; runs no input or physics.
Exports¶
| Name | Type | Default | Description |
|---|---|---|---|
interpolate |
bool |
true |
Lerp toward synced pose for smoothing. |
interpolation_speed |
float |
15.0 |
Lerp factor per second. |
synced_position |
Vector3 |
- | Replicated world position. |
synced_yaw |
float |
- | Replicated body rotation (Y axis). |
synced_pitch |
float |
- | Replicated camera pitch. |
synced_velocity |
Vector3 |
- | For anim blending. |
synced_movement_state |
SUCC.MovementState |
IDLE |
Mirrors authority's MovementState. |
synced_game_state |
SUCC.GameState |
ACTIVE |
Mirrors authority's GameState. |
synced_crouched |
bool |
- | Mirrors authority's crouch flag. |
Extending¶
Subclass SUCCPawn and add your own synced_* fields for health, team, weapon and
so on. Then add them to the MultiplayerSynchronizer node's replication config on
your subclass scene.
See Add multiplayer for the authority and pawn pattern these fit into.