Closed NPSnuli closed 2 months ago
Well, Godot does not offer support for Protobuf, meaning that pure GDScript might be rather complicated to deal with.
That said, in what sense would it be better than byte arrays? And why? Keep in mind that the network addon takes Variant, strips out "header information" and pack into the byte array only the data.
@Kehom I'm just trying to include more options to become a bit more flexible, and if it's indeed a complexity, so be it
Ok. I asked what would make it better because implementation difficulty/complexity/cost sometimes is justified by the benefits. I'm not entirely sure in this case.
Can the network plugin add a solution for serialization and deserialization using protobuf, currently it's directly using Godot's own PoolByteArray right? Maybe protobuf is better for passing large amounts of data.