The Godot Q&A is currently undergoing maintenance!

Your ability to ask and answer questions is temporarily disabled. You can browse existing threads in read-only mode.

We are working on bringing this community platform back to its full functionality, stay tuned for updates. | Twitter

0 votes

I am trying to set up UPNP to allow P2P connections between networks. When I attempt to addportmapping, I get error code 26. Upon checking all discovered devices, I get isvalidgateway = false. I'm not sure what exactly I'm doing wrong, though I suspect it might have to do with my peculiar networking setup. I have a modem/router combo provided by my ISP which does not offer a bridging mode for disabling the router, and a TP-link deco mesh system connected to it to provide wifi for the house.

Could this be the cause of my issues? Any suggestions on how to fix it? While I'm tempted to plug directly into my ISP's router, I'd like to see if there's a way to solve as is, in case this is a semi-common use case.

Edit: The weird network setup does appear to be the problem; I connected my computer directly to the ISP router and it worked. Still, I'm wondering if there's anything i could have done, again in case someone else runs into this issue. Thanks!

Godot version 3.2.3
in Engine by (12 points)

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to [email protected] with your username.