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This tutorial walks through the foundations of building a functional PvP system in Rec Room, focusing on clarity, scalability, and understanding how mechanics work together rather than just copying a setup. The goal is not only to create a working player-versus-player system, but to understand why each step exists and how it can be expanded later. The process begins with the most fundamental requirement of any PvP experience: detecting when a player is hit. This is achieved using a Player Definition Board, which acts as a player-bound circuit system. Unlike standard circuits placed in a room, this board directly represents each individual player and allows for more specialized event handling. Within it, a projectile hit event is used to detect collisions between projectiles and players. From that collision data, the system extracts the player who was hit, as well as the player who fired the projectile. This data becomes the backbone of the entire PvP mechanic. Once the hit detection is established, the system sends this information outward using a custom event. Outside the Player Definition Board, this event can be received by every player, but a local check ensures that only the affected player responds to it. This is a critical concept in multiplayer logic: even though events are shared, actions like teleporting or modifying stats must only happen locally for the correct player. With this structure in place, a basic PvP interaction is created: a single hit causes the player to respawn at a specific location. This alone already forms the simplest possible PvP loop and demonstrates how powerful event-driven logic can be. However, the tutorial quickly moves beyond this by introducing a health system. Instead of respawning immediately, players are given a health value that decreases with each hit. By using integers and conditional checks, the system only triggers a respawn when health reaches zero (or below), making the mechanic more robust and resistant to edge cases like multiple hits landing at once. When a player is defeated, their position is reset and their health is restored, ensuring the system loops cleanly. At this stage, the tutorial emphasizes keeping things simple and reliable before layering on advanced mechanics such as invincibility frames, stun effects, or spawn protection. These are acknowledged as important future additions but intentionally left out to maintain stability and clarity. The final major component introduced is a scoring system that awards kills correctly. Rather than granting points to every player who lands a hit, only the player who delivers the final blow receives credit. This is made possible by using the firing player data captured earlier. A second custom event is triggered upon a kill, sending the shooter’s identity to all players. Once again, a local check ensures that only the correct player increments their kill count. The result is a simple but effective kill tracker that can be displayed using text objects. The tutorial concludes by addressing an important exploit: self-damage. By adjusting event targeting settings so that events only affect other players, the system prevents players from earning kills by hitting themselves. This small configuration change highlights how critical targeting rules are in multiplayer systems. Overall, this tutorial lays down a clean, modular PvP foundation that can be expanded into more advanced systems. It teaches not just what to build, but how to think about multiplayer mechanics, event flow, player data, and scalability in Rec Room.