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Question SSL cert possible?

Discussion in 'Game Server Hosting' started by z0code0z, Feb 1, 2023.

  1. z0code0z

    z0code0z

    Joined:
    Apr 10, 2018
    Posts:
    44
    Hey everyone,

    Is it possible to have webgl clients connect to the multiplay servers? (from a cert standpoint and whatnot)

    Thanks!
     
  2. jackw_unity

    jackw_unity

    Unity Technologies

    Joined:
    Oct 12, 2022
    Posts:
    11
    Hi z0code0z,

    At this time it is something you will need to self implement, there is an item in our feature backlog to add TLS support but is not yet scheduled in our roadmap.

    Regards
     
  3. z0code0z

    z0code0z

    Joined:
    Apr 10, 2018
    Posts:
    44
    Thank you for the quick turnaround, I look forward to it!
     
    jackw_unity likes this.
  4. Darshanpreet

    Darshanpreet

    Joined:
    Sep 26, 2013
    Posts:
    5
    Hi Jackw,

    Could you please give me some guidance as to how to self implement SSL certificates for the dynamically allocated servers? I have been stuck on this for a while. SSL certificates require either IP address or domain. But IP address are allocated dynamically. What approach should I take?
     
  5. Darshanpreet

    Darshanpreet

    Joined:
    Sep 26, 2013
    Posts:
    5
    Hi z0code0z,
    Were you able to find a solution for this?
     
  6. jackw_unity

    jackw_unity

    Unity Technologies

    Joined:
    Oct 12, 2022
    Posts:
    11
    Hi Darshan,

    At this time we do not currently offer any kind of reverse proxy or certificate management features but we are always interested in knowing what will be useful to our users.

    If possible you will need to implement your own solution.

    You can check our current roadmap and also submit ideas for features at this link here:
    https://unity.com/roadmap/unity-gaming-services/multiplayer

    When it comes to self implementation there are some methods you can use. This cURL documentation provides some inspiration, please see 'Certificate Validation' section and be sure to read the preface also.
    https://curl.se/docs/sslcerts.html

    Options 1 and 2 are going to be the most realistic:
    In Option 1, use any certificate either self issued or issued by a trusted CA on the Gameserver, on your Gameclient you will need to accept insecure TLS connection, connection will still be TLS secured but certificates/certificate chain will not be fully verified.
    In Option 2, you could bundle a self generated cacertificate to the Game files, when the Gameserver starts you can load the private ca certificate or, self sign a new certificate with the ca certificate.

    Please do not consider this as recommended best practice or official advice as I am not an SSL specialist in any manner, I wholly recommend you do your own research on this topic before determining the best path forward here.
     
    inyourpc likes this.
  7. slickgotchi

    slickgotchi

    Joined:
    Jun 26, 2022
    Posts:
    28
    Has there been any updates on TLS implementation as a feature for UGS? I'm also trying to implement WebGL client connections to my Multiplay server instances and am coming up against this road block.

    I tried following the advice in below link
    Create a secure client and server | Unity Multiplayer Networking (unity3d.com)
    but still can not get it to work due to not having a persistent serverName that is tied back to a valid domain/DNS setting.