Go, Go, Godot!
  • 0

Creating a UDP peer-to-peer connection

November 16, 2023

Creating network connections with Godot is simple — as long as you have the other party’s IP address, and there’s no NAT gateway involved. Unfortunately, that’s exactly the problem in most cases. You don’t know the other party’s IP, and these days, just about everyone is behind a combination wifi router/gateway/firewall with NAT.

Conceptually, NAT hole-punching is pretty simple, and this video explains how it’s done with just netcat.

In a nutshell:

  • listen on a particular port (e.g. 50001)
  • nc -u -l 50001
  • echo ‘hello’ | nc -u ipaddr 50001
  • echo ‘hole punch’ | nc -u -p 50001 ipaddr 50002
  • third party exchanges ip addresses

Putting it all together, player A (hosting a game) would require the game to connect to the directory server.

  • The directory server would list the game as something a player can now connect to.
  • player B (client who wants to join) will tell the directory service that it wants to connect, and will send its info
  • The directory server forwards the information to player A (host), player A will then send a packet to player B, and respond to the directory server
  • The directory server will then tell player B to go ahead and connect to player A.
  • Player B should be able to punch through to player A

With Godot, the connections from client to host would use ENetMultiplayerPeer.create_client(), which can specify the local port.

Here’s an older example of a signaling server: https://github.com/Faless/gd-webrtc-signalling/tree/master

gdscriptgodotnetworking
Posted in Godot.
Share
Previousgodot-matcha: Free multiplayer without a server
NextSuper Godot Galaxy Concept

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

Related Posts

  • Godot Game Engine Logo
    March 1, 2023

    Godot Engine 4.0 released!

    Godot Engine 4.0 has been released per official announcement. With version 4.0, Godot has gone through “3+ years of breaking and rebuilding from the ground up, a complete core overhaul and a full engine rewrite, through 17 alphas, 17 betas and 6 release candidates“. The announcement post is credited to “2000+ Godot contributors.” It’s a …

  • January 15, 2025

    Inventory System 2 Alpha 1 available

    The first alpha of the inventory system v2 is now available. For v2, a lot of refactoring work has been done with a focus on improving the developer experience. As part of that, the naming convention of the addon classes was streamlined and is more consistent now. The GDScript documentation comments have been improved significantly …

  • December 22, 2022

    A GDScript refactoring exercise

    Arguably, more fun than writing code is removing code. I was assembling a split-screen multiplayer UI. The goal behavior is to show/hide the appropriate displays for the players, depending on how many players there are. Initially, the code to update the UI was very simple, because I started with two players. In that case, you …

  • February 18, 2024

    Inventory System v1.9 available

    Another quick inventory system update. The Resizable Container Demo now includes preliminary support for controllers. Features: Additional bug fixes:

    © 2026 GoGoGodot.io. All rights reserved.