Legacy Documentation: Version 4.5.0

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Network.InitializeSecurity

static function InitializeSecurity(): void;
static void InitializeSecurity();
static def InitializeSecurity() as void

Description

Initializes security layer.

You need to call this function on the server before calling Network.InitializeServer. Don't call this function on the client.

Once your online game reaches a certain popularity people will try to cheat. You will need to account for this both at the game layer and at the network layer. Unity handles the network layer by providing secure connections if you wish to use them. * Uses AES encryption. Prevents unauthorized reads and blocks replay attacks * Adds CRCs so that data tampering can be detected. * Uses randomized, encrypted SYNCookies to prevent unauthorized logins. * Uses RSA encryption to protect the AES key. Most games will want to use secure connections. However, they add up to 15 bytes per packet and take time to compute so you may wish to limit usage to deployed games only.

	function Start () {
		Network.InitializeSecurity();
		Network.InitializeServer(32, 25000);
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void Start() {
        Network.InitializeSecurity();
        Network.InitializeServer(32, 25000);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def Start() as void:
		Network.InitializeSecurity()
		Network.InitializeServer(32, 25000)