SSL cert possible?

Hey everyone,

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

Thanks!

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

Thank you for the quick turnaround, I look forward to it!

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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?

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Hi z0code0z,
Were you able to find a solution for this?

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:

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.

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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.