NPCs and AI Architecture - NPC logic runs on the server (authoritative targets, damage, drops). Visual extras (idle animations, nameplates, effects) can run on clients. - One NPC service drives all NPCs from a single loop (e.g. 5–10 Hz "think" rate, staggered), not one script + per NPC. Tag NPC models ( ) and keep per-NPC state in a table. - Server-owned physics: after spawning, so NPCs don't stutter when ownership moves between nearby players (and exploiters can't push them). - Use for NPCs that need walking/jumping/climbing; for simple movers (turrets, floating enemies, crowds) use an + and…