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Your email address will not be published.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

  • October 9, 2023

    The Godot Jungle Demo

    It’s not Far Cry, nor Crysis, but it could be. The Realistic Jungle Demo demonstrates that Godot is capable of impressive visuals. If you want to run it yourself, download it from https://wrobot.itch.io/jungledemo. It was announced in this Reddit post. Update: The source code was released (with the commercial assets removed).

  • January 27, 2023

    Dynamically finding and loading resources from the Filesystem for Android and Web Exports

    A little while ago, I created a type of AudioManager to make it easier to work with sound files in bulk: Rather than assigning audio streams by hand, I was doing it programmatically; reading the contents of a directory and using load() to get the resources. It worked great and saved a lot of time …

  • April 20, 2024

    Ditch @onready, use @export instead

    Are you using @onready to reference nodes? There’s a better way! Here’s a simple example of how many tutorials use @onready to reference nodes: That script is attached to a CanvasLayer node with a ProgressBar called HealthBar. And yet, when running the scene, it will throw an error: This is because there’s actually a spelling …

  • March 20, 2025

    Inventory System 2 Alpha 4 available

    This release finally uses Godot Engine 4.4. It adds the GGCraftingSystem singleton and updates the GGInteractable2DStrategyCrafting class to use it. The crafting editor nodes now have prefixes, which makes it much easier to search for specific recipe or item nodes in larger crafting libraries. Some syntactic sugar was added as well. You can now easily …

    © 2026 GoGoGodot.io. All rights reserved.