These protocols are flexible and can be used for almost anything. However, using them to synchronize game state manually can be a large amount of work. Sometimes that work can't be avoided or is worth it, for example when working with a custom server implementation on the backend. But in most cases, it's worthwhile to consider Godot's high-level networking API, which sacrifices some of the fine-grained control of low-level networking for greater ease of use. UDP is a simpler protocol, which only sends packets and has no concept of a "connection". No error correction makes it pretty quick low latency , but packets may be lost along the way or received in the wrong order. Added to that, the MTU maximum packet size for UDP is generally low only a few hundred bytes , so transmitting larger packets means splitting them, reorganizing them and retrying if a part fails. Due to this, most game engines come with such an implementation, and Godot is no exception. In summary, you can use the low-level networking API for maximum control and implement everything on top of bare network protocols or use the high-level API based on SceneTree that does most of the heavy lifting behind the scenes in a generally optimized way. Gaffer On Games has a lot of useful articles about networking in Games here , including the comprehensive introduction to networking models in games.
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