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.
Need optimized export templates with PCK encryption support but don’t want to have to set up a build pipeline or download the entire compilation toolchain on your computer? Well, now it is. Fill out the form, checkout, and we’ll email you the download link after the compilation completes. Compilation may take 30 minutes to 3 …
We’re excited about this release, which includes a range of quality-of-life additions and refinements. Drag-and-drop support has been improved with a second strategy: Click-and-release: Simply clicking (and releasing) an item will pick it up. This leverages Godot’s force-drag functionality and approximates the drag-and-drop behavior that games like Valheim and Palworld use in their inventory items. …
It’s been a while, but it was worth the wait. The latest version of the Inventory System is now available, with a long list of features, improvements, fixes, and documentation. This time the focus is on multiplayer. Let’s cover the features first: Bug fixes:
I’m wrapping up development on version 1 of the Inventory System, which is currently at v1.18.1. All core functionality is in place, and it provides many quality-of-life features. The guide covers and walks through most of the code base, and the demo projects show off a lot of use cases. This first version has been …
Creating a UDP peer-to-peer connection
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:
Putting it all together, player A (hosting a game) would require the game to connect to the directory server.
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
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