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Bir çeviri sorunu bildirin
Unfortunately, Godot's networking doesn't have support for that in the engine yet, though there is a proposal to add it: https://github.com/godotengine/godot-proposals/issues/434
Thanks for the replies.
As far as I know there shouldn't be an issue with connecting through IP addresses etc.
Also, Port Forwarding is widely used across several games.
Take Counter-Strike 1.6 for example, you need to port forward if you want to host a server for other players.
port forwarding is used in a variety of older games with a dedicated fanbase, it's not viable today when people expect to just click 'start game' and have their friend join them
As for your first point... should it? I'm guessing it wouldnt be with the Enet implementation if there is a way.
https://gramps.github.io/GodotSteam/tutorials-lobbies-p2p.html
I'd be more worried about that than assuming my users are too dumb to port forward.
Yeah - nah. Having to forward ports is a much bigger problem. For starters, not everyone has a public IP to begin with, especially on mobiles or residential grade internet in Asian countries. If the NAT is done at your ISP, you're not going to be forwarding any ports.
For anyone who is interested, here is an excellent article by Bryan Ford explaining pretty much everything you need to know regarding how and why this is necessary in P2P across NAT (complete with diagrams and references, including RFCs).
https://bford.info/pub/net/p2pnat/
I've done it! I got the game on Steam and it works flawlessly!
Replaced all my RPC calls with sending packets to the steam lobby, which took a bit of figuring out, but it works perfectly! Thank you so much!
some that you got it working. Grats!