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5 votes
Accepted

How to connect to a server without hard coded passwords?

Don’t. You cannot secure your password indefinitely. What you can do is restrict access remotely. I don’t know anything about trello, but if it allows multiple logins with multiple permissions, you ...
Ed Marty's user avatar
  • 5,229
3 votes
Accepted

Authenticating users without a username or password

I cannot speak to how those games in particular work, but I have worked on other games that behave similarly. Quite simply, the client generates an anonymous id and password for you, similar to any ...
Ed Marty's user avatar
  • 5,229
3 votes
Accepted

Intergrating Easy Anti Cheat - Do we need to add Epic login?

EAC requires some way to identify the user/client to do its job. The EOS_AntiCheatClient_BeginSessionOptions structure requires a user ID, which is acquired from logging in to EOS successfully. ...
Romen's user avatar
  • 396
2 votes
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Protect authentication token in memory

You cannot. Any attempt to do this will fail against a sufficiently determined adversary. Worse, they don't even need to sniff the authentication token out of memory. They can simply hack the code in ...
DMGregory's user avatar
  • 135k
1 vote

Protect authentication token in memory

If the code runs on a user-controlled device, a sufficiently clever and determined user will eventually be able to emulate and/or impersonate your application in every regard. Regarding your comment ...
Basic's user avatar
  • 1,278
1 vote

How does a game client (offline) authenticate license from a license server (like Steam)?

First of all, a bullet-proof digital restriction management (DRM) system which reliably stops a user from executing a program which is already on their computer is impossible. You can put barriers in ...
Philipp's user avatar
  • 120k
1 vote

How to ensure a malicious community server cannot impersonate a user?

Instead of jury-rigging your own solution, you should look at existing open-source solutions to this very problem. Like OpenID, for example. OpenID works basically like this: The client connects to ...
Philipp's user avatar
  • 120k
1 vote
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Authentication for LAN Multiplayer Games

Is copying the file too much to expect from users who want to switch computers? Not really. Well, it could be for younger less tech savvy players. Regardless, you want to make it easy. The user might ...
Theraot's user avatar
  • 27.2k
1 vote

Do I need a database to support a sign-in system to associate a player with their save/highscore data?

Definitely do not need a database. You can store this information in a text file, or the PlayerPrefs. The app would keep a list of player account names and passwords, and when a user tries to log in, ...
Almo's user avatar
  • 6,678
1 vote
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What harm would be done if a user were able to play the client side of a multiplayer game without logging in?

1.) This scenario seems possible, as there also exist private servers of some MMOs. 2.) I don't think that this could cause much harm. The important data for your game are on the Server. So they won'...
Linaith's user avatar
  • 536
1 vote

What harm would be done if a user were able to play the client side of a multiplayer game without logging in?

When you have a multiplayer game, then any calculations which happen on the client can be controlled by the client in order to cheat. So you should think carefully about which game mechanics should be ...
Philipp's user avatar
  • 120k
1 vote
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Secure Login on Steam

If you trust Steam to be secure enough that users can't add games to their account without actually purchasing them (which, let's be honest, if they could, Steam probably has waaay bigger problems ...
Cobertos's user avatar
  • 1,644
1 vote
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How to use JWT in unity

afaik unity isn't currently capable of running on microsoft's own .NET framework, but rather uses mono an open clone of .NET The version number you mentioned is the mono runtime version. That ...
Timothy Groote's user avatar

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