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I would like to create a game with a cloud based server that clients can connect to in Godot 4. At the moment, the only networking examples I can find involve Godot MultiplayerAPI, which is not what I want. I want to create a client/server setup where the two are cleanly separated, with the clients connecting to the server and getting responses back. Trying to do this with MultiplayerAPI is not easy since it forces your client and server to use the same code for RPC calls to work. I feel like I am doing a lot of work trying to engineer a peer-to-peer protocol back into a client/server one. It is also currently not documented, so I'm doing a lot of guessing based off of example code.
Do I have any options for networking in Godot other than using MultiplayerAPI?