class_name PlayerNetwork extends Node var is_local: bool: get: return is_multiplayer_authority() var peer_id: int: get: return get_multiplayer_authority() set(value): get_parent().set_multiplayer_authority(value) get_parent().name = str(value) @onready var player: Player = get_parent() func _ready() -> void: if not is_local and multiplayer.is_server(): player.chunk_loader.start_tracking.connect(Game.WORLD.spawn_chunk.bind(peer_id)) player.chunk_loader.stop_tracking.connect(Game.WORLD.despawn_chunk.bind(peer_id))