Godot Version
4.3
Question
I’m creating a two player card game and all of the gameplay mechanics are functioning properly so it’s time to implement the multiplayer. However, I am brand new to networking so I’m not quite sure how to go about it and I haven’t been able to find any resources that explain how to implement the type of asynchronous multiplayer that is required for my game. I followed a tutorial and was able to get a basic server/client setup running, but my problem is synchronizing the information between the client and the server. As I understand, there seems to be two different ways to synchronize information across instances: using a MultiplayerSynchronizer, or using @rpc calls. I’m not quite sure which approach is appropriate for my situation. I don’t want to waste time going down one rabbit hole when I should have been going down a different one. Which is more appropriate for my situation?