Unity Network.Destoy problem.

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11 comments, last by Dave Weinstein 10 years, 9 months ago
Thanks but I've already switched to Lidgren, I think other clients could still be destroyed if a malicious player just looped through networviewIDs and called destroy on them.
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It does appear to be a significant flaw in Unity's networking model, to be honest.

http://answers.unity3d.com/questions/227723/prevent-players-from-using-networkdestroy.html

http://forum.unity3d.com/threads/138412-Clients-can-call-Network-Destroy

http://forum.unity3d.com/threads/138437-What-do-security-conscious-people-do-for-multiplayer-networking-x-post-r-Unity3D

Switching to an external solution is probably the best bet.

Yeah, based on that, I'd say avoiding Unity's networking is a good idea.

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