extends MultiplayerSynchronizer # Set via RPC to simulate is_action_just_pressed. @export var jumping := false # Synchronized property. @export var direction := Vector2() func _ready(): # Only process for the local player set_process(get_multiplayer_authority() == multiplayer.get_unique_id()) @rpc("call_local") func jump(): jumping = true func _process(delta): # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. direction = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") if Input.is_action_just_pressed("ui_accept"): jump.rpc()