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Questions tagged [authentication]

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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
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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
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1 answer
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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
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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
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1 vote
0 answers
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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
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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
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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
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
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
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
2 votes
0 answers
86 views

I would like to create a mobile game which communicates with my own backend server. For authentication I want to use google Sign-in(https://developers.google.com/identity/sign-in/android/backend-auth)...
Doeniel's user avatar
  • 21
1 vote
1 answer
384 views

I have an architectural problem associated with authorization. I'm making an MMORPG multiplayer mobile game without separation onto different servers. What I mean by that is that a player from USA ...
Humberd's user avatar
  • 111
0 votes
4 answers
251 views

I am making a 2d game with Unity, and in my game I want to add a username and a password for each player, so that when the player signs in, they will get all the data about what they played until the ...
Nina's user avatar
  • 17
1 vote
3 answers
367 views

I am currently developing a multiplayer game for a university project. The purpose of the assignment is to learn about the use of a cluster architecture, but I have a question concerning security. ...
Christian Westbrook's user avatar
2 votes
0 answers
666 views

Context I am building a MMO game in HTML5 with canvas. I use NodeJS on server & JS from scratch on client. I also use socket.io to manage realtime. The game is persistent & each player keep ...
ElJackiste's user avatar
1 vote
1 answer
185 views

So I was playing Clash of Clans, and just wondered on how they authenticate the result of the battle. This isn't exactly specific to Clash of Clans though. In my observation, while CoC is an online ...
Albert's user avatar
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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 votes
1 answer
2k views

Is it possible to use JWT in my unity games? I've read here that JWT needs .NET version 3.5+ and in Unity 5.4.1f1 the .NET version is "2.0.50727.1433". Is this information correct or incorrect? If ...
Aditya Yadav's user avatar
1 vote
1 answer
2k views

Trying to figure out what went wrong with this GPG plugin. I followed the instructions and understand the document in order to test run the login and show leaderboard UI via this one. I did make the ...
David Dimalanta's user avatar
1 vote
2 answers
208 views

I'm working on the server side part of my game (develop your village/farm) and trying to build user identification system. I'd like to have a password-less mechanism: user downloads my app from the ...
ppablo28'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
0 votes
1 answer
1k views

So, I have a game in Unity for mobiles that gives you the possibility to sign-up with username, email and password to unlock extra features. The datas are sent, through a POST request, to a PHP+MYSQL ...
Erik's user avatar
  • 326
0 votes
1 answer
107 views

I am currently building a launcher for the front end of my game and I am wondering if I should host the public key on a server and have the launcher pull the data as and when needed, or should I ...
That Homeless Guy's user avatar
3 votes
0 answers
893 views

Hey I'm writing a game and have the backend written using a sometimes-reliable UDP scheme. I want to verify that inbound packets are actually originating from the player specified in the packets. My ...
z8000's user avatar
  • 385
10 votes
2 answers
3k views

I'm building a poker like game server, I was going to have all logins and game logic to be handled on one server, but from my research on the web, I learn that this would not scale, and it would make ...
user342580's user avatar
2 votes
1 answer
239 views

How is the typical login, loading the level and spawning handled? For example: Client sends "iwanttologinwithcharacterx" Server does some validity checks and instantiates characterx Server sends ...
Flavelius's user avatar
0 votes
1 answer
2k views

TCP guarantees message authenticity rather reliably using packet sequence number. Other option would be going with UDP and using digital signatures to make the message authentic. What could be my ...
User145678's user avatar
5 votes
4 answers
652 views

What methods are there for providing means of authentification for multiplayer? A few thoughts: I don't want to be restricted to a single publishing platform such as Steam. Something like OpenID ...
API-Beast's user avatar
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2 votes
1 answer
868 views

I'm trying to find a solid architecture for authenticating users against a database. I have a game client, which I plan to serve up a request with. The transport doesn't really matter, but at this ...
Zachary Carter's user avatar
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