Inherits: NetworkedMultiplayerPeer < PacketPeer < Reference < Object

PacketPeer implementation using the ENet library.


A PacketPeer implementation that should be passed to SceneTree.network_peer after being initialized as either a client or server. Events can then be handled by connecting to SceneTree signals.


voidclose_connection ( int wait_usec=100 )
Errorcreate_client ( String address, int port, int in_bandwidth=0, int out_bandwidth=0, int client_port=0 )
Errorcreate_server ( int port, int max_clients=32, int in_bandwidth=0, int out_bandwidth=0 )
voiddisconnect_peer ( int id, bool now=false )
intget_last_packet_channel ( ) const
intget_packet_channel ( ) const
Stringget_peer_address ( int id ) const
intget_peer_port ( int id ) const
voidset_bind_ip ( String ip )


enum CompressionMode:

  • COMPRESS_NONE = 0 — No compression. This uses the most bandwidth, but has the upside of requiring the fewest CPU resources.
  • COMPRESS_RANGE_CODER = 1 — ENet’s built-in range encoding.
  • COMPRESS_FASTLZ = 2FastLZ compression. This option uses less CPU resources compared to COMPRESS_ZLIB, at the expense of using more bandwidth.
  • COMPRESS_ZLIB = 3Zlib compression. This option uses less bandwidth compared to COMPRESS_FASTLZ, at the expense of using more CPU resources.
  • COMPRESS_ZSTD = 4Zstandard compression.

Property Descriptions


Enforce ordered packets when using NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE (thus behaving similarly to NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE_ORDERED). This is the only way to use ordering with the RPC system.

  • int channel_count

The number of channels to be used by ENet. Channels are used to separate different kinds of data. In reliable or ordered mode, for example, the packet delivery order is ensured on a per channel basis.


The compression method used for network packets. These have different tradeoffs of compression speed versus bandwidth, you may need to test which one works best for your use case if you use compression at all.


Enable or disable the server feature that notifies clients of other peers’ connection/disconnection, and relays messages between them. When this option is false, clients won’t be automatically notified of other peers and won’t be able to send them packets through the server.

  • int transfer_channel

Set the default channel to be used to transfer data. By default, this value is -1 which means that ENet will only use 2 channels, one for reliable and one for unreliable packets. Channel 0 is reserved, and cannot be used. Setting this member to any value between 0 and channel_count (excluded) will force ENet to use that channel for sending data.

Method Descriptions

  • void close_connection ( int wait_usec=100 )

Closes the connection. Ignored if no connection is currently established. If this is a server it tries to notify all clients before forcibly disconnecting them. If this is a client it simply closes the connection to the server.

Create client that connects to a server at address using specified port. The given address needs to be either a fully qualified domain name (e.g. "") or an IP address in IPv4 or IPv6 format (e.g. ""). The port is the port the server is listening on. The in_bandwidth and out_bandwidth parameters can be used to limit the incoming and outgoing bandwidth to the given number of bytes per second. The default of 0 means unlimited bandwidth. Note that ENet will strategically drop packets on specific sides of a connection between peers to ensure the peer’s bandwidth is not overwhelmed. The bandwidth parameters also determine the window size of a connection which limits the amount of reliable packets that may be in transit at any given time. Returns @GlobalScope.OK if a client was created, @GlobalScope.ERR_ALREADY_IN_USE if this NetworkedMultiplayerENet instance already has an open connection (in which case you need to call close_connection first) or @GlobalScope.ERR_CANT_CREATE if the client could not be created. If client_port is specified, the client will also listen to the given port; this is useful for some NAT traversal techniques.

  • Error create_server ( int port, int max_clients=32, int in_bandwidth=0, int out_bandwidth=0 )

Create server that listens to connections via port. The port needs to be an available, unused port between 0 and 65535. Note that ports below 1024 are privileged and may require elevated permissions depending on the platform. To change the interface the server listens on, use set_bind_ip. The default IP is the wildcard "*", which listens on all available interfaces. max_clients is the maximum number of clients that are allowed at once, any number up to 4095 may be used, although the achievable number of simultaneous clients may be far lower and depends on the application. For additional details on the bandwidth parameters, see create_client. Returns @GlobalScope.OK if a server was created, @GlobalScope.ERR_ALREADY_IN_USE if this NetworkedMultiplayerENet instance already has an open connection (in which case you need to call close_connection first) or @GlobalScope.ERR_CANT_CREATE if the server could not be created.

  • void disconnect_peer ( int id, bool now=false )

Disconnect the given peer. If “now” is set to true, the connection will be closed immediately without flushing queued messages.

  • int get_last_packet_channel ( ) const

Returns the channel of the last packet fetched via PacketPeer.get_packet.

  • int get_packet_channel ( ) const

Returns the channel of the next packet that will be retrieved via PacketPeer.get_packet.

Returns the IP address of the given peer.

  • int get_peer_port ( int id ) const

Returns the remote port of the given peer.

  • void set_bind_ip ( String ip )

The IP used when creating a server. This is set to the wildcard "*" by default, which binds to all available interfaces. The given IP needs to be in IPv4 or IPv6 address format, for example: "".

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