extends Node3D func _ready() -> void: if not multiplayer.is_server(): return spawn_player(multiplayer.get_unique_id()) for i in multiplayer.get_peers(): spawn_player(i) func spawn_player(id) -> void: var player: PackedScene = load("res://scenes/player.tscn") var inst = player.instantiate() inst.name = str(id) get_tree().current_scene.add_child.call_deferred(inst,true)