Constructs a new RemotePlayer.
The local GameObject to wrap.
The unique network ID for this player.
The ID of the player who owns this object.
The subcube index (for multiplayer logic).
Protected
idProtected
interpolatorProtected
objectProtected
ownerProtected
timestampStatic
Readonly
TypeReturns the unique network ID of this object.
Returns the main mesh of the object.
Returns all meshes associated with the object.
Returns the owner (player) ID of this object.
Returns the subcube index for this player.
Returns the type of the object ("remote_player").
Returns true if the player is alive (hp > 0).
Returns true if the player is dead (hp <= 0).
Handles contact events by forwarding to the underlying GameObject.
Handles pause events (no-op for remote objects).
Handles resume events (no-op for remote objects).
Updates the object's position using interpolation, called each frame.
Delta time since last update.
Unused CharacterInput parameter.
Updates the target position for interpolation, based on a network update.
The new position.
The timestamp of the update.
RemotePlayer extends RemoteGameObject to represent a remote-controlled player. Adds properties for score, HP, inventory, and subcube (for multiplayer logic).