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Questions tagged [authentication]

0 votes
1 answer
232 views

I made a little browser based puzzle game and the most bothersome feedback I got is in regards with the authentication, why do I force people to create accounts to play more than 5 levels. My response ...
Rares Hideg's user avatar
0 votes
1 answer
203 views

We plan to add Easy Anti Cheat to our Steam game. One of our managers said that we need to integrate Epic login for EAC to work. Is this true? We couldnt find any mentions of this in Epic EAC docs. (...
Petr's user avatar
  • 103
0 votes
2 answers
166 views

Scenario The game has leaderboards for the score at the end of a level. Assume strong self-signed SSL encryption is used when communicating between the game client and server, and a secure handshake ...
VoidTwo's user avatar
  • 103
0 votes
0 answers
32 views

How can I map serverless different logins (Facebook, Apple, Google Play) to one Account in Unity CloudSave? Or is it automatically done when we are logging in via ...
Bogdan's user avatar
  • 163
1 vote
0 answers
116 views

I am creating a server authoritative game that uses a public game service API to manage player specific data in the game. The client will authenticate with the auth server, get a token, then use that ...
Papa Dragon's user avatar
0 votes
0 answers
901 views

How to check if the sender of a udp packet is authenticated? I think sending an authorization token in each packet is slow. So my second implementation is this: the network part will consist of one ...
olegshmel's user avatar
0 votes
2 answers
1k views

So this question is pretty straightforward, but I honestly can't wrap my head around it. How does a client authenticate license from the license provider? For example, when you play a game which ...
Ryugasha I's user avatar
0 votes
1 answer
134 views

I am using a server model similar to Steam or Minecraft: There are community servers run by players and a hub authentication server that I control. The client player logs into the game and receives ...
James Davis's user avatar
0 votes
2 answers
3k views

Is there any API a steam game can use to check if a user bought the game (instead of having it pirated)? What I want to do is just the following: Call Steam API from Game to get some kind of token. ...
CoffeDeveloper's user avatar
1 vote
1 answer
187 views

I have two features in my game that need to connect to a server of some kind that requires authentication: a bug reporter and a leaderboard. The bug reporter will take the users report and add it as a ...
mr-matt's user avatar
  • 2,779
10 votes
3 answers
3k views

I'm thinking about clients spoofing IP addresses, tricking other clients that they are the server; that sort of stuff. (I don't know much about this, so if this is completely wrong, please correct me.)...
liamzebedee's user avatar
  • 1,256
0 votes
1 answer
284 views

I'm working on the authentication scheme for a multiplayer game using only C++ and SLD2. It's an RPG with a kind of complicated character-group/permadeath scheme, and world-instances are intended to ...
boxcartenant's user avatar
2 votes
1 answer
200 views

I'm curious about what the process is for anonymously authenticating users when it comes to mobile games. There are quite a few examples out there, but the ones that immediately come to mind are Lords ...
Eric's user avatar
  • 123
3 votes
0 answers
78 views

I've got a question about authentication/user accounts. I'm building a game using Unity that'll be sold on Desktop (through Steam) and Mobile (Play/App Store). The game has online multiplayer ...
Robin Sonneveld's user avatar
8 votes
5 answers
3k views

I am developing an open source game that uses a client-server scheme similar to Minecraft. We will control the central authentication server that verifies an account is valid, while players will run ...
Cyral's user avatar
  • 1,039

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