Version 0.8.0 of GGRS supports the use of your own sockets when creating a session. This is done by implementing the GGRS::NonBlockingSocket trait. This might make it possible to support the use of Godot's own UDP sockets, however it won't be easy.
To be honest this might be more trouble than it's worth, using the sockets provided by GGRS itself works fine for now.
Version 0.8.0 of GGRS supports the use of your own sockets when creating a session. This is done by implementing the
GGRS::NonBlockingSocket
trait. This might make it possible to support the use of Godot's own UDP sockets, however it won't be easy. To be honest this might be more trouble than it's worth, using the sockets provided by GGRS itself works fine for now.Important resources for this:
GGRS::NonBlockingSocket
This is the trait that has to be implementedGGRS::UdpMessage
This is what will be sent over the UDP socket