How to implement P2P Multiplayer? 0 votes Couldn't achieve that without Hamachi or something similar, it only works on local network, not even typing the direct IP (That I can't get on Godot), it don't work.
I started this project using a Relay server for the multiplayer aspect, and got a lot more latency and needed more resources for the server itself; using WebRTC, I only setup a very simple Matchmaking server to pair players, and all gameplay code works in P2P with a lot less latency between players.
I think you're looking for NAT Punchthrough. This way both computers connect to a master server, which then tells them to which port and ip to send directly (the P2P part). This is a good explanation: NAT Punchthrough for multiplayer games
The project is a very simple Multiplayer Snake game played in versus; each player controls a Snake, trying to outgrow the enemy player and force them into a corner. The last player standing is the winner.
In most games, each player will likely have its own scene. Remember that this is a multiplayer game, so in every peer you need to instance one scene for each player connected to it. For a 4 player game, each peer needs to instance 4 player nodes. So, how to name such nodes? In Godot, nodes need to have a unique name.
GodotSteam A Steamworks module for Godot Engine Tutorials - Lobbies And P2P Networking. One of the more requested tutorials is multiplayer lobbies and P2P networking through Steam.
G Godot Multiplayer Tutorials Project information Project information Activity Labels Members Repository Repository Files Commits Branches Tags Contributors Graph Compare Locked Files Issues 0 Issues 0 List Boards Service Desk Milestones Iterations Requirements Merge requests 1 Merge requests 1 CI/CD CI/CD Pipelines Jobs Schedules Test Cases
Introduction to creating a headless lobby server in Godot. Hey fellow devs, today I would like to add some more advanced words to my Tutorial on my YouTube-Channel.If you haven’t already please make sure to follow me on YouTube to receive updates about my upcoming Tutorial videos.
Don't use Godot's High level multiplayer and only rely on Steamworks' sendP2PPacket/readP2PPacket. Not only does that make the networking more complicated, but the entire networking is tied to steam and I can't release (one can dream) the game anywhere else.