Online systems and backends
Godot: High-level Multiplayer
By Godot contributors
Start Godot host/client RPCs with matching node paths, authority and transport awareness.

Use it for: A co-op prototype with explicitly chosen server-owned state.
Start: 1) Initialize ENetMultiplayerPeer as server/client and assign it to MultiplayerAPI. 2) Test RPCs with matching node paths and declarations. 3) Add connection/disconnection handling from the lobby example.

Try checking: Separate host/client instances, failed connections, disconnects and invalid client input.
Limits: Web targets lack native raw TCP/UDP and need supported transports such as WebSocket/WebRTC. RPCs still require game-specific permission and data validation.
Source: Official guide