Questions tagged [security]
An area concerned with protecting hardware or software against theft or malicious or accidental behavior - often by brought on external parties - that would damage or corrupt the hardware or software.
114 questions
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How to protect video game demonstration equipment
A couple months back, I released a new video game on the web. After getting several good reviews from my friends, I decided that I should demonstrate it at some event. After a bit of negotiating, I ...
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2
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Distribute my game in a sandboxed/jailed environment to assure users it’s safe
I’m looking for a way to distribute my game while providing users with some assurance that it is not malware. My game does not require access to the full filesystem, my game only needs to display ...
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How to protect script files from being revealed by AssetRipper?
I’ve recently been learning how to prevent or secure my Unity game from being extracted. I used AssetRipper to extract someone else’s game, but it was not able to extract the code. Instead, it gave me ...
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How to Prevent Fake Packets?
I am new to networking. I am currently using C# TCP/UDP for my multiplayer Unity game. I send player movement by sending a packet with a header containing clientid assigned by the server to the client....
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Intergrating Easy Anti Cheat - Do we need to add Epic login?
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.
(...
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Verify Unity, Oculus app on server side [duplicate]
Starting with the fact that my background is non-technical, I have used a keystore with my Unity game build that is for Oculus, Rift, etc. Now I want to verify the authenticity of incoming client ...
2
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2
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Online Leaderboards: reducing cheaters without authoritative server verifying every move
My plan is to make a small game with online leaderboards.
Having everything calculated on the server side is an unaffordable task, so I need some other way.
My guess is that the best approach is to
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1
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2
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Online game persistent player data security
I'm currently working on the backend to my game, which is an MMO RPG-style game. I have my game client build, game server build, authentication server and player data server set up (albeit, locally ...
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Why would Nintendo (or any game developer) compile their final retail game with "debug" symbols enabled?
I read this: https://zelda64.dev/games/mm#why-is-majoras-mask-so-far-behind-ocarina-of-time
Retail versions of both games are compiled with -O2 -g3. -g3 is a debugging flag that includes far more ...
0
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1
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How to ensure a malicious community server cannot impersonate a user?
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 ...
0
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1
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Asset Bundle download from server: how does one prevent scripted attack?
I am relatively new to how asset bundle works in Unity. Based on my learning, it seems one uses UnityWebRequest.GetAssetBundle to download an asset from a specified ...
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How to upload a certificate in Unity for an SSL connection
I am developing a videogame in Unity for mobile devices (Android / IOs) that connects to a server through a TCP connection by socket under TLS1.2.
For this reason, my client needs to have the server's ...
0
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0
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Unity Mobile: How can we safely store our API key? [duplicate]
We're making an app in Unity. We're building it for Android and iOS.
We also have a server. In order to use our server you need to present our api key for the server.
So, we need to store that key in ...
0
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0
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Securing a replay-based leaderboard system (as much as possible)
A few years ago, I implemented a basic online leaderboard system in one of my games that sent encrypted score data over the wire. The encryption keys were stored in the game client's binary. Of course,...
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2
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How can users verify a game distributed peer-to-peer has not been modified maliciously?
I'm interested in p2p software distribution, and I'm also directly including a modding interface into my game, which is built on my own custom engine.
I was working with a folder inside of the Roaming ...