I've been saving data using the playerPrefs option in Unity till now. Is there any better/secure way of saving data for developing mobile games. Somes sites have mentioned encryption of data - how do I approach that?
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\$\begingroup\$ You have the entirety of System.IO for reading & writing arbitrary files to Application.persistentDataPath. What have you tried so far? Note that encryption isn't really a hard wall when you're storing locally - the user's phone has both the lock and the key, so they can put them together to read/modify data stored locally. If security is important to you, then you'll need to consider options that make use of a server, so the key and lock don't both reside on the user's device. \$\endgroup\$DMGregory– DMGregory ♦2018-03-24 09:55:01 +00:00Commented Mar 24, 2018 at 9:55
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\$\begingroup\$ Yes, I have read up on encryption systems, I'm just curious as to how most of the apps on the arcade market store their hi-scores? For example, how do games like 'Dunk-Hit', or 'Sine Line' ,etc store their data. Do the big apps all use server encryption? I think not, as they can be played offline and the hi-score still gets updated! \$\endgroup\$Sudeep Kandregula– Sudeep Kandregula2018-03-24 18:01:57 +00:00Commented Mar 24, 2018 at 18:01
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\$\begingroup\$ If they're leaderboards that other players can compare, then it's probably on a server, with only a cached copy on the phone. If they're just local high scores, then who cares it the player modifies it? \$\endgroup\$DMGregory– DMGregory ♦2018-03-24 18:02:55 +00:00Commented Mar 24, 2018 at 18:02
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\$\begingroup\$ Hmm however, suppose I have unlockable things via a high-score then those things could be accessed by just changed the high score. However I see your point that , if you want more security you will have to go for a client-server approach \$\endgroup\$Sudeep Kandregula– Sudeep Kandregula2018-03-24 18:05:42 +00:00Commented Mar 24, 2018 at 18:05
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