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Quick Information

# GodotP2PNetwork## SummaryGodotP2PNetwork adds a network/lobby layer over existing networking infrastructure. Currently, we support- [https://github.com/CoaguCo-Industries/GodotSteam](https://github.com/CoaguCo-Industries/GodotSteam)#### Future Plans to Support:- Native Godot Networking- Peer to Peer Proxy server- To avoid having players have to port forward to play with friends## Plugins### Optional - Highly recommend since this is the only working Networking layer currently- Steam- [https://github.com/CoaguCo-Industries/GodotSteam](https://github.com/CoaguCo-Industries/GodotSteam)- [https://godotsteam.com/](https://godotsteam.com/)## Features- RPC Signals- Send singals to any connected clients- RPC Method- Make method calls on any connected clients- RPC Sync- Sync Objects Across all clients- Network Lobby- Network Chat- Lobby Search- Configurable Network timing- Allow for client-side processing with period server syncs to reduce network load## Singletons- `P2PNetwork`- `P2PLobby`## Example- [GodotP2PNetworkExample](https://github.com/DawnGroveStudios/GodotP2PNetworkExample)
GodotP2PNetwork
Summary
GodotP2PNetwork adds a network/lobby layer over existing networking infrastructure. Currently we Support
Future Plans to Support:
- Native Godot Networking
- Peer to Peer Proxy server
- To avoid having players have to port forward to play with friends
Plugins
Optional - Highly recommend since this is the only working Networking layer currently
Features
- RPC Signals
- Send singals to any connected clients
- RPC Method
- Make method calls on any connected clients
- RPC Sync
- Sync Objects Across all clients
- Network Lobby
- Network Chat
- Lobby Search
- Configurable Network timing
- Allow for client side processing with period server syncs to reduce network load
Singletons
P2PNetwork
P2PLobby
Example
RPC Signal
P2PNetwork.rpc_emit_signal(object,"SingalName")
P2PNetwork.rpc_emit_signal(object,"SingalName",[args])
Example
P2PNetwork.rpc_emit_signal(SignalBus,"Explosion",[damage,damage_type])
RPC Method
func _ready():
P2PNetwork.network_access.register_method(Callable)
P2PNetwork.rpc_method(Callable)
func _ready():
P2PNetwork.network_access.register_method(send_message)
P2PNetwork.rpc_method(send_message.bind("Hello!"))
func send_message(msg:String):
print(msg)
RPC Sync
extends Node
@export var sync_priority:P2PNetwork.SYNC_PRIORITY = P2PNetwork.SYNC_PRIORITY.LOW
var network_id:int
var _recieved:bool
func _ready():
NetworkNodeHelper.set_object_name(self)
P2PLobby.player_left_lobby.connect(player_left)
P2PLobby.player_joined_lobby.connect(player_joined)
P2PNetwork.globalData.player_data_updated.connect(_player_data_updated)
P2PNetwork.disconnect.connect(destroy)
P2PNetwork.periodic_sync.connect(_periodic_sync_timeout)
func _recived_obj(network_id,path):
if _recieved:
return
if path == get_path():
_recieved = true
RPC Queue Free
Deletes the provided object for all connected clients. You will have to be a server or object owner to call.
P2PNetwork.rpc_remove_node(self)
Global Data
P2PNetwork.globalData.set_game_data("key",value)
Example
P2PNetwork.globalData.set_game_data("map_seed",map_seed)
var map_seed = P2PNetwork.globalData.get_game_data("map_seed")
# GodotP2PNetwork
## Summary
GodotP2PNetwork adds a network/lobby layer over existing networking infrastructure. Currently, we support
- [https://github.com/CoaguCo-Industries/GodotSteam](https://github.com/CoaguCo-Industries/GodotSteam)
#### Future Plans to Support:
- Native Godot Networking
- Peer to Peer Proxy server
- To avoid having players have to port forward to play with friends
## Plugins
### Optional - Highly recommend since this is the only working Networking layer currently
- Steam
- [https://github.com/CoaguCo-Industries/GodotSteam](https://github.com/CoaguCo-Industries/GodotSteam)
- [https://godotsteam.com/](https://godotsteam.com/)
## Features
- RPC Signals
- Send singals to any connected clients
- RPC Method
- Make method calls on any connected clients
- RPC Sync
- Sync Objects Across all clients
- Network Lobby
- Network Chat
- Lobby Search
- Configurable Network timing
- Allow for client-side processing with period server syncs to reduce network load
## Singletons
- `P2PNetwork`
- `P2PLobby`
## Example
- [GodotP2PNetworkExample](https://github.com/DawnGroveStudios/GodotP2PNetworkExample)
Reviews
Quick Information

# GodotP2PNetwork## SummaryGodotP2PNetwork adds a network/lobby layer over existing networking infrastructure. Currently, we support- [https://github.com/CoaguCo-Industries/GodotSteam](https://github.com/CoaguCo-Industries/GodotSteam)#### Future Plans to Support:- Native Godot Networking- Peer to Peer Proxy server- To avoid having players have to port forward to play with friends## Plugins### Optional - Highly recommend since this is the only working Networking layer currently- Steam- [https://github.com/CoaguCo-Industries/GodotSteam](https://github.com/CoaguCo-Industries/GodotSteam)- [https://godotsteam.com/](https://godotsteam.com/)## Features- RPC Signals- Send singals to any connected clients- RPC Method- Make method calls on any connected clients- RPC Sync- Sync Objects Across all clients- Network Lobby- Network Chat- Lobby Search- Configurable Network timing- Allow for client-side processing with period server syncs to reduce network load## Singletons- `P2PNetwork`- `P2PLobby`## Example- [GodotP2PNetworkExample](https://github.com/DawnGroveStudios/GodotP2PNetworkExample)