Hopefully this is in the right place to ask this.
So first, I looked up a multiplayer demo:
I downloaded and opened the project in Godot 4.2, I ran 2 instances to test it, and everything worked fine.
Next, I wanted to make sure it actually worked if I ran it on 2 computers. But first, I figured I'd follow the instructions while still using 1 computer. In one game window I clicked "Host," making sure I port-forwarded port 8910 in UDP like the instructions said. Then, in the other game window, I typed in my public IP address and hit "Join."
It worked! I closed both windows, tested it again, and it did not work! Why is it not working?
If I come back some time later to test it again, it does work, but I don't know how long I have to wait exactly, nor do I know why waiting makes it work.
Edit: I timed it, and it seems to be exactly 10 minutes after the last client successfully joins & leaves that I'm able to do it again. Also, connecting from a second computer on the same Local Area Network entering my public ip does work, but still needing to wait 10 minutes after they leave before they can rejoin. I made a project that supports multiple clients, but when connecting via my public ip address it only allows 1 client. And again, same problem of needing to wait 10 minutes after leaving before they can join again.
Edit2: After testing with someone NOT in my same Local Area Network, they could leave and re-join with no issues, but ideally I'd like to be able to make and play a game with both my brother and sister who are in the same house on the same local area network. This issue still prevents us from having all 3 of us play together. Not to mention having to wait 10 minutes after one of us disconnects makes testing for 2 players inconvenient