Player

The player entity — one per connected client. Player coordinates input, networking, currency, and possession. It implements IPossessor to control characters and other possessable entities, and provides a static Player.Current reference for the local client.

Architecture

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Data Flow

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Key Concepts

Concept
Description

Player.Current

Static reference to the local client's Player, set during network initialization

IPossessor

Player implements IPossessor, enabling extension methods like player.Possess() and player.TryGetPossession<T>()

Input disabled by default

PlayerInput is disabled on the prefab; only enabled for the local client by PlayerNetwork

Currency

Simple Coin balance with AddCoin() and PlayerCoinChanged event

Classes

Class
Description

Root player entity — currency, identity, IPossessor implementation

Input scheme management and cursor control

Network initialization, possession sync, late-join state

See Also

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