Keeping games stable is important not only to ensure your players are engaged, but also to ensure your game is visible in storefronts such as Google Play. To learn more check out the App Check docs.īetter Native Callstacks Improve game stability with Crashlytics enhancements In addition to this, you can customize your use of App Check by selecting an attestation provider, and setting parameters to determine how your backends handle different attestation states/verdicts.Ĭheck out how App Check prevents hacked clients, tampered devices and spoofed traffic from interfering with services backends like databases and cloud functions. Attestations work as proof of app and device authenticity, so network messages carrying suspicious or absent attestations are automatically intercepted before even reaching Firebase security rules or, worse yet, backend resources. This will allow them to protect against hackers and cheaters by requesting and using attestations. While App Check is already available in the Firebase SDKs for iOS and Android, soon game developers will be more easily able to integrate App Check into their games via the C++ and Unity SDKs. It works with Firebase services, Google Cloud services, and custom APIs to keep your resources safe. Using Attestations with App CheckĪpp Check says otherwise! App Check helps protect backend resources from abuse by preventing unauthorized access by hackers and/or altered clients. Surely to prevent this and address all these issues, a game developer would have to invest in a system of different tools covering each of these vulnerabilities. When a player feels that someone else is cheating, it can undermine their fun and drive away some of your most devoted players, negatively affecting your reviews, and revenue. Bad actors can ruin your player experience with any number of strategies: hacking game clients, directly spoofing reverse-engineered messages, or compromising hardware or firmware. ![]() Protect from unauthorized access Reduce cheating with App CheckĬheating in both live and asynchronous multiplayer games has been a cat-and-mouse problem for game developers for years.
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