Every player currently present, on the same "identity is here" threshold as
getPlayer, and with the same element shape.
On a client this includes the local player, whose identity is one of the tracked
entities. Filter when you mean "everyone else":
getPlayers().filter((p) => p.entity !== engine.PlayerEntity). A headless server has
no local avatar, so there it is always just the remote peers.
Every player currently present, on the same "identity is here" threshold as getPlayer, and with the same element shape.
On a client this includes the local player, whose identity is one of the tracked entities. Filter when you mean "everyone else":
getPlayers().filter((p) => p.entity !== engine.PlayerEntity). A headless server has no local avatar, so there it is always just the remote peers.