Keep players and worlds in sync in Godot games.
Guides implementation of networked Godot games with peer connections, remote calls, and synchronized player and world state.
When to use it
Use when adding networked multiplayer, hosting or joining over ENet, defining RPCs, assigning authority, or synchronizing nodes across peers.
It changes how the agent implements Godot multiplayer by prescribing peer setup, RPC consistency, authority checks, replication, and server-side validation.
What you provide
Targets Godot 4.7 using its high-level multiplayer APIs with ENet.
No additional actions listed.