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Your email address will not be published.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
    September 14, 2023

    Building UIs in Godot 4

    Here’s a collection of tutorials that are helpful if you’re new to using Control and Container nodes to create UIs in Godot 4. The Game Dev Artisan video covers creating a simple UI with a reload indicator for a simple 2D tank game: Clear Code’s 11+ hour Ultimate Introduction to Godot 4 has a chapter …

  • 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 …

  • November 17, 2022

    Making videos for the web with Godot 4’s Movie Writer

    Normally I use OBS for screen recording, but there are cases where it makes sense to use Godot’s built-in movie writer that was recently announced. For example, if you have a slow PC or really demanding game, OBS will skip frames. It makes sense since OBS is just recording what’s on the screen in real …

  • February 6, 2024

    Inventory System v1.4.1 available

    This small update addresses inventory serialization to persist the allow_gaps and expiration_multiplier settings. These were previously overlooked.

    © 2026 GoGoGodot.io. All rights reserved.