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Hmm might be a bug. I need to see if I can find something in the logs of the lobby server when I get home. Are you using one of the native versions or the browser one? I assume your servers were the nusoresium ones?

Usually it's enough to create a game and the others can join it from the lobby by picking it from the list and clicking join.

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at first we tried browser version, then we downloaded it, both version did not work. yes our game servers were nusoreseium.

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Very strange, from looking at what I can query from the lobby on mobile, that part seems ok. So it probably comes down to the peer to peer connection between you. With the native version it could have been a problem with the webrtc libraries I shipped because the native versions were tested on only two systems. But I'm pretty sure I tested chrome and Firefox and the game would use their built in webrtc systems.

Did you get any error messages? Any antivirus or firewall that could block the connections? 

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Nothing, I just clicled join and the button acted just as a normal button in godot expect it did not do anythig.

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Thanks for the patience so far by the way and feel free to move on if it takes to long. But I'm curious what's causing this.

Could you try running the game twice on the same machine and see if that works? That way I would know if the problem is the server negotiating the peer to peer connection or the peer to peer connection itself. 

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Hey! I happened to stumble upon your game after finding some examples of multiplayer games using godot, particularly with WebRTC. Coincidentally, I also participated in this jam though! Shame I didn't find your game earlier... Anyway, I've been trying to learn about networking in godot for a few weeks now.

But I wanted to say, I think I know why some people people are struggling to connect to other people's servers.

My first thought was that maybe it was because of people's particular network setup, but it seems like you did all the right things on the client-server side to get around that. Unless people are on some business network or something, there really shouldn't be any issues here, I would hope.

So, what I actually think is going on is the fact that your using Heroku to manage your server. The problem there is that Heroku is doesn't run your server code on a single machine. It could be several. But your client-server interaction assumes that the server code is on a single machine, since you're storing all the information about peer connections locally on the server.  

I imagine that the way this is normally done is to have a single dedicated server that everyone has to interact with in order to connect to other peers. But I don't really know if that's possible on Heroku.