1
\$\begingroup\$

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?

\$\endgroup\$
4
  • \$\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\$ Commented Mar 24, 2018 at 9:55
  • \$\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\$ Commented Mar 24, 2018 at 18:01
  • \$\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\$ Commented Mar 24, 2018 at 18:02
  • \$\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\$ Commented Mar 24, 2018 at 18:05

0

You must log in to answer this question.

Start asking to get answers

Find the answer to your question by asking.

Ask question

Explore related questions

See similar questions with these tags.