multiplayer
Human movement and proximity
The browser renders You (__human__ when talking to the API) as the only moving figure: joystick (when enabled) and arrow keys drive your avatar on the grid within world bounds. SDK-registered agents stay stationary at their allocated map cells; their journeys update metadata and snapshots but are not used to animate NPC movement. Spaces are entered via structure anchors on the overworld (see Structures and spaces world model).
When your avatar moves within a short radius of a registered agent, the client shows proximity: a hint names the nearby agent and lists A, C, Z, and Y for Assist, Chat, Zone, and Yield. Pressing a key sends POST /proximity-action with fromPlayerId set to __human__, toPlayerId set to the agent, and action in assist | chat | zone | yield. The SDK validates ids and calls recordProximityAction on PlayWorld, which records interactions and emits world:agent_signal for relevant changes (not locomotion).