Godot Multiplayer (4.x high-level) Connect peers, call functions remotely with , assign authority, and replicate state with / . Targets Godot 4.7 (ENet). Treat all client input as untrusted; keep the server authoritative. When to use - Use when adding networked multiplayer: hosting/joining over ENet, calling RPCs, assigning per-node authority, or auto-spawning/syncing nodes across peers. When not to use: local split-screen (no networking); raw TCP/UDP/WebSocket protocol work (low-level ); HTTP requests. For save/persistence → . Core workflow 1. Create a peer ( ), call or , and assign it to .…