Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.


Inherits: RefCounted < Object

Helper class to implement a UDP server.


A simple server that opens a UDP socket and returns connected PacketPeerUDP upon receiving new packets. See also PacketPeerUDP.connect_to_host.

After starting the server (listen), you will need to poll it at regular intervals (e.g. inside Node._process) for it to process new packets, delivering them to the appropriate PacketPeerUDP, and taking new connections.

Below a small example of how it can be used:

class_name ServerNode
extends Node

var server :=
var peers = []

func _ready():

func _process(delta):
    server.poll() # Important!
    if server.is_connection_available():
        var peer: PacketPeerUDP = server.take_connection()
        var packet = peer.get_packet()
        print("Accepted peer: %s:%s" % [peer.get_packet_ip(), peer.get_packet_port()])
        print("Received data: %s" % [packet.get_string_from_utf8()])
        # Reply so it knows we received the message.
        # Keep a reference so we can keep contacting the remote peer.

    for i in range(0, peers.size()):
        pass # Do something with the connected peers.
class_name ClientNode
extends Node

var udp :=
var connected = false

func _ready():
    udp.connect_to_host("", 4242)

func _process(delta):
    if !connected:
        # Try to contact server
        udp.put_packet("The answer is... 42!".to_utf8_buffer())
    if udp.get_available_packet_count() > 0:
        print("Connected: %s" % udp.get_packet().get_string_from_utf8())
        connected = true