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I’m not familiar with Godot networking primitives in 3.X, but 4.0 contains WebRTC support which, combined with a STUN/TURN server, solves the hole-punching prob
by jscottmiller 3y ago
I’m not familiar with Godot networking primitives in 3.X, but 4.0 contains WebRTC support which, combined with a STUN/TURN server, solves the hole-punching problem. You need to run a signaling backend to pass connection info between the peers, but you’ll probably want to build a messaging service anyway for matchmaking.