What is the current stage of websockets on godot 3.0?

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:bust_in_silhouette: Asked By stubbsy345

I was wondering if somebody could explain to me where websockets are with regards to godot 3.0 currently? It was my understanding that they currently work. However, i saw this comment from ‘akien-mga’ on github saying ‘The websocket module will be merged for Godot 3.1 as we ran out of time for 3.0, so that issue will be solved then.’?

I am hoping to integrate websockets for networking in my current webassembly project to receive data from my server. Is this currently possible? What is the module that akien-mga discusses?


:bust_in_silhouette: Reply From: Calinou

As Akien said, WebSockets won’t be available in Godot 3.0.x but they will be available in Godot 3.1.

You will be able to upgrade to Godot 3.1 once it is released. However, some manual changes will probably be required on your side, since Godot 3.1 won’t be 100% backwards-compatible with Godot 3.0.

Ah right I thought I had seen them working in godot 3.0, but perhaps that was without the module. Do you know if there is an approximate date for release of 3.1 or are we still a while off?

stubbsy345 | 2018-06-11 03:36

There is no ETA on Godot releases, as it is a community-developed open source project. In fact, not even core developers know when the next version will be released.

That said, there’s still a few months at least until the final 3.1 release since no alpha version was released yet.

Calinou | 2018-06-11 07:25

Cool thanks! I’ve built my project on the godot master branch and it seems to run well. My project requires the use of websockets so I’m going to continue my development on the master branch, hopefully it won’t break!

stubbsy345 | 2018-06-11 16:59