Haha totally no worries! You are correct we did not add any extra encryption to the score sent, secret keys, honey pots or obfuscations within the game itself, or server side checks on the data once it arrives. But I would love to implement all of that one day for an improved leaderboard system. Unity's UGS Leaderboards by default don't have much protection, in my discussions with them about this they have told me to send the data to Cloud Code and do some server side checks on the data (in addition to what I wrote before). I'm glad you tried to send up some scores, I love this! I removed it per your request :)
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Pinball: The gems are highly valuable, but at what cost?
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Keep up with the unbeLEAFable demands of your plants and customers!
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A block building game where you help a little bot out of a pit!
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A prototype for a first person endless "runner" game.
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Thanks! Yes it is a working leaderboard. It is made using Unity's newer leaderboard service that is a part of UGS (Unity Gaming Services). I think it is still technically in beta but is usable now. Honestly they made it verry easy to setup a leaderboard - here are the docs - https://docs.unity.com/ugs/en-us/manual/leaderboards/manual/leaderboards . I was going to post a little how to video one of these days, I'll let you know if I do. The way it is setup now the data goes directly to the leaderboard from the game using their API. But a better recommended way is to send it to Unity's Cloud Code to do some checks on the data then send it to the leaderboard from there (to help with cheat prevention).