Hi there!! It's my first time trying out multiplayer specially in godot aswell as tinkering with Android exports, I need to set up my local multiplayer game into a wireless LAN one as my data gathering for my research subject has been very slow and Im nearing my deadline.
Below is the script I followed from a Godot tutorial "Basics of Multiplayer in Godot" something along those lines. It works perfectly in both Windows PC I was able to connect my gaming laptop with a Win11 OS to my PC with a WIn10 OS, just by using the IP address of the Host PC on both the host address and join/client address over the same wifi router or even a phone wifi hotspot.
PROBLEM: Now Exporting things to android, as you can see I added Debugs on a label, when I either press Host or Join I get this debug messages that I set up that gives me the idea that my Android Game does not have access to the internet, thats what I concluded from 2 observations that I got.
Observation 1: Hosting
Why do I feel that way? Well when I press the hot_game_button I added a print("Host Press") after that Ill call the hostGame() function another print("Waiting for players") should come after as its inside the _hostGame() function. The issue is, it doesn't print "Waiting Players" as if it never created a server.
Observation 2: Joining
Whatever IP address I type on my lobby it always straight up goes for the "couldn't connect" within the connection_failed() function as if it never really tried to reach that IP, it should load for a bit before saying that failed connection similar to what I did back when I was testing my 2 windows PC's there was a second delay before it printed "Player <ID> connected"