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Your email address will not be published.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

  • February 17, 2025

    Inventory System 2 Alpha 2 available

    This release contains the new Godot editor integrations. It offers an Item Library bottom panel that makes it easier to manage your inventory item types, and an inspector plugin that lets you edit items in a GGItemCollection. This also reduces the need for manually creating GGItemData resources, which simplifies item management at design time significantly. …

  • 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:

  • October 9, 2023

    Design Patterns for Building Friendships

    In this 2018 GDC session, Spry Fox‘s Daniel Cook explains how to keep human beings from being treated as interchangeable, disposable, or abusable when designing multiplayer games. If you’re developing, or thinking about developing a multiplayer game, this is a great talk to better understand the challenges of designing multiplayer interactions that result in more …

  • September 25, 2023

    Generating documentation for GDScript

    Any sufficiently large code base needs documentation. Documentation tends to come in all sorts of shapes and sizes. Among them are high-level architecture and design docs, class and method interface documentation, and inline comments to explain optimized or complex algorithms so the reader doesn’t have to parse the logic in their head (often, this is …

    © 2026 GoGoGodot.io. All rights reserved.