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Quick Information
Wrapper node for WebSocketPeer (Godot 4.x)
WebSocket
Godot 4 addon - wrapper node for WebSocketPeer
. It basically restores the "node-based" implementation of WebSockets from Godot 3.X
Installation
Clone the repo and copy the addons/websocket
folder into your project's addons
folder. Activate the plugin in the project's settings and you're good to go.
Usage
The WebSocket
node is a wrapper around a WebSocketPeer
object, abstracting most of its usage.
Note that, unless specified otherwise, the node will send and receive data as arrays of bytes.
Signals
It provides the following signals:
connected(url)
, emitted when the socket successfully connects tourl
connect_failed
, emitted when the socket fails to connectreceived(data)
, emitted when the socket is done receiveing some dataclosing
, emitted when the socket starts closing downclosed(code, reason)
, emitted when the socket connection is closed;code
is one of the standard WebSocket codes, andreason
is a human readable explanation for the closure of the connection
@export Parameters
@export_range(0, 128) var receive_limit : int = 0 # Max number of packets to receive before emitting received(data) - 0 == no limit
@export_range(0, 300) var connection_timeout : int = 10 # Seconds to wait in the CONNECTING state before declaring the connection failed
@export_group("Routing")
@export var host := "127.0.0.1" # Hostname to connect to
@export var route := "/" # URL Route to connect to - a server may serve different websocket connections on different routes
@export var use_WSS := true # If true, use secure WSS protocol instead of WS - may need to be false for localhost connections
@export_group("Autoconnect") # See below in Features/Autoconnect
@export var autoconnect_mode := AUTOCONNECT_MODE.NONE
@export var autoconnect_reference : Node = null
Autoconnect
The node can be setup to automatically try connecting when a given node is ready. The options are:
enum AUTOCONNECT_MODE {
NONE, # No autoconnect, will need to be connected manually - default
SELF_READY, # Autoconnect when the WebSocket node is ready
PARENT_READY, # Wait for parent node to be ready (if not null)
OWNER_READY, # Wait for owner node to be ready (if not null)
ROOT_READY, # Wait for root node to be ready
CUSTOM, # Wait for the node specified in autoconnect_reference to be ready (if not null and if not already loaded)
}
Wrapper node for WebSocketPeer (Godot 4.x)
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Quick Information
Wrapper node for WebSocketPeer (Godot 4.x)