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
Data Flow
Key Concepts
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
Root player entity — currency, identity, IPossessor implementation
Input scheme management and cursor control
Network initialization, possession sync, late-join state
See Also
Possession System — the possession framework that Player participates in
PlayerCoinsHUD — HUD displaying the player's coin balance
InputActionScheme — the input system used by PlayerInput
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