Legacy Documentation: Version 5.2
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Network.InitializeSecurity

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public static function InitializeSecurity(): void;
public static void InitializeSecurity();

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); } }