The banner under the Networking and Multiplayer says But the only thing I can see is that the networking is purposfully cryptic. At no point in the documentation is the networking architecture actually explained.
So how the hell does it work? Is it peer to peer or server/client?
From the documentation it seems like there's various solutions for networking like snapshots (with no explanation as to what that is), RPCs, and syncing
I've been going around and around in circles for weeks not getting anywhere, only getting more confused.
My hope was that it would be as simple as a client joining the game, initalizing the server and then there being a seperation of server code and client code that can communicate with each other
Can anyone please explain how the networking fundamentally works?
You decide how your networking will work. You can grant all clients full rights to create/own objects or prohibit them. You can create both peer-to-peer and fully server-oriented code. The best way to understand how it works is to use it in practice.