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When the server reports a new player, instantiate a visual (a cube by default) in the scene so remote players are visible. When they leave, destroy it.
Acceptance Criteria
Joining player gets a GameObject (assigned prefab, or a default cube when no prefab is set)
Spawned at the server-reported position when available; otherwise at the next free spawn point (round-robin), or a default X-offset when no spawn points are configured
Duplicate join events do not double-spawn (idempotent)
Leaving player's GameObject is destroyed and its spawn slot freed
PlayerSpawner exposes lookup (GetPlayerObject/IsPlayerSpawned) used by MultiplayerController
EditMode tests cover spawn, placement, idempotency, and removal
Cube positions update as the server state is polled (existing MultiplayerController.UpdatePlayerPositions path)
11a: Instantiate Players
When the server reports a new player, instantiate a visual (a cube by default) in the scene so remote players are visible. When they leave, destroy it.
Acceptance Criteria
PlayerSpawnerexposes lookup (GetPlayerObject/IsPlayerSpawned) used byMultiplayerControllerMultiplayerController.UpdatePlayerPositionspath)Status
Implementation in PR #43 (branch
iss33).