Class GGMultiplayerEntity2D extends Area2D

A network object is made visible to a network peer, if its [GGMultiplayerClientScope2D] overlaps with it.

Network objects are scenes that are intended to be visible to a client over the network. The heavy lifting is done by Godot Engine's [MultiplayerSpawner] and [MultiplayerSynchronizer].

The object_strategy determines what happens when a network object is "within scope" of a client. Often it just means that a [MultiplayerSpawner]'s visibility for that client is toggled, as is the case with the [GGMultiplayerEntityStrategySync].

# Members

var object_strategy: GGMultiplayerEntityStrategy

# Methods

func enter_scope(scope: GGMultiplayerClientScope2D) -> void
func exit_scope(scope: GGMultiplayerClientScope2D) -> void