Private Beta SigChain Guard is in active development. The SDK is not publicly released yet — public signups are currently paused.
Hardware-Level VR Anti-Cheat

Protect Your
VR Game.
At The Chip.

Hardware-attested app integrity and device verification for Unity VR games. Built for Meta Quest and Android VR headsets.

Meta Quest
Pico
Android VR
PC VR — Soon
8 GatesValidation Pipeline
<30msAvg Response Time
256-bitAES-GCM Encryption
0 TrustGiven To Client
What We Check

Security that lives
in the hardware.

Every validation is cryptographically signed inside the device's secure enclave, and verified server-side against the hardware root CA. Forging a passing result means defeating the device's TEE — not just editing the app.

01

Hardware TEE Attestation

The device's Trusted Execution Environment signs every validation. The chip itself proves the device is unrooted and unmodified.

02

APK Certificate Binding

Your APK's signing certificate is registered at signup and bound into the attestation. A re-signed or repackaged build presents a different certificate, which the backend rejects during verification.

03

Permanent Hardware ID

Players get a hardware-bound HWID from factory-burned values. Bans survive reinstalls, account changes, and factory resets.

04

Continuous Verification

SCG re-validates silently every few minutes during gameplay. Passing launch isn't enough — cheaters get caught mid-session.

05

Hook Detection

SCG scans for hook frameworks and injected native libraries at runtime. Tools are detected and reported to your dashboard before they can intercept anything.

06

Cross-Game Banning

A player banned in one SCG-protected game is flagged across all of them. One cheater database. Every game benefits.

Under The Hood

Built to last.
Designed to protect.

Core Security
Zero-trust validation pipeline
Every payload is signed by your device's hardware. The backend does not trust client-reported results — it independently verifies the attestation chain, the nonce, the timestamp, and the APK certificate before issuing a pass. The trust is in the hardware signature, not in the app's word.
8
Security Gates
<30ms
Response Time
256bit
Encryption
Cross-Game
Shared ban database
One ban. Every game. Forever.
Infrastructure
24/7
Always on
Cloud-hosted backend with automatic failover and health monitoring.
Integration
1
Line of code
SCG.Validate() — that's it. Everything else is handled.
Comparison
How SCG stacks up
SigChain Guard
Hardware TEE Attestation
Cross-game HWID Banning
Continuous Re-Validation
Quest + Pico + Android VR
Flat pricing, no cuts
Typical Anti-Cheat
Software checks only
Per-game bans only
Launch check only
PC focused
Revenue share model
Integration

One call.
Full protection.

Drop in the Unity package, enter your API key, call SCG.Validate(). Everything else is automatic.

GameManager.csC#
1using SigChainGuard;
2
3public class GameManager : MonoBehaviour
4{
5  async void Start()
6  {
7    // Bridge fires before Unity — instant hardware check
8    SCGResult result = await SCG.Validate();
9    
10    if (result == SCGResult.PASSED)
11    {
12      LoadGame(); // ✓ Verified
13    }
14    else if (result == SCGResult.FAILED)
15    {
16      // ✗ your own logic here — kick, ban, disconnect
17    }
18  }
19}
GATE 01
Nonce challenge issued
One-time token · 30s expiry · session-bound
GATE 02
Device identity collected
Hardware fingerprints · app certificates
GATE 03
TEE attestation signed
Chip-level signature · hardware-rooted
GATE 04
Payload encrypted + signed
AES-GCM 256-bit · nonce-bound
GATE 05
Structural validation
Payload integrity · SDK version · timestamp
GATE 06
Certificate chain verified
Trust chain to device root CA
GATE 07
Baseline fingerprint match
Cert · package · signature scheme
GATE 08
Security checks evaluated
Developer-configured rules · JWT issued
Pricing

Simple pricing.
No surprises.

These are our planned launch prices. SigChain Guard is in private beta — paid plans are not open yet. Pricing may change before public release.

Starter

$29

/ month

  • 1 game registered
  • 2,000 MAU
  • Full validation suite
  • HWID tracking
  • JWT auth integration
  • Basic dashboard
  • Email support
Beta — Not Open
Paid plans aren't available yet
Most Popular

Growth

$89

/ month

  • 3 games registered
  • 25,000 MAU
  • Full validation suite
  • HWID tracking + export
  • Photon integration
  • Cross-game banning
  • Priority support
Beta — Not Open
Paid plans aren't available yet

Studio

$229

/ month

  • Unlimited games
  • Unlimited MAU
  • Everything in Growth
  • Raw validation data
  • Custom webhooks
  • Discord priority support
Beta — Not Open
Paid plans aren't available yet

Pricing shown for transparency only. No payments are being accepted during the private beta — these plans are not yet open for purchase.

FAQ

Common questions.
Straight answers.

Yes — SCG works on any Android VR headset regardless of how your game is distributed. Sideloaded, dev builds, Meta Store, AppLab — all supported. No dependency on Google Play Services or Meta's platform SDK.
Decompiling the APK exposes the SDK's logic, but the security does not depend on that logic staying secret. Validation is gated on a hardware attestation certificate signed inside the device's TEE, and our backend verifies that certificate chains to the manufacturer's hardware root CA. An attacker with full APK access still cannot produce a certificate that passes this check without compromising the device's secure hardware — which on a locked, non-rooted headset is not something we have a known method for. Root or an unlocked bootloader changes that calculus, which is why we also run device-integrity and root detection and surface those signals to you.
Each device is identified by a hashed ID derived from hardware-backed values that a normal app can read. When you ban an ID and enable cross-game banning, that device is flagged in our shared database across SCG-protected games. Be aware of the honest limits: the underlying signals can change after a factory reset or certain OS updates, so we treat device identity as strong-but-not-absolute and are moving toward a multi-signal model to make it more resilient. We document this rather than pretend a non-privileged app can produce an unchangeable hardware serial.
SCG returns SCGResult.NO_CONNECTION — not a fail. Your game decides how to handle offline sessions. We recommend allowing limited offline play while flagging for re-validation on reconnect.
Most developers are integrated in under 30 minutes. Drop in the .unitypackage, enter your API key, add SCG.Validate() to your game start logic. The bridge handles everything else automatically before Unity even finishes loading.
The planned launch tiers are Starter, Growth, and Studio, billed monthly with no revenue cuts or per-validation fees. These prices are shown for transparency during the beta and are not yet open for purchase. They may change before public release.
No meaningful impact. The bridge runs a single async call at game start, typically completing in under 30ms. It runs before Unity finishes loading so players never notice it. The SDK adds roughly 180KB to your APK.
Not yet — SCG is in private beta and public accounts aren't open. Beta partners test against the live validation pipeline directly. When we launch, we'll document exactly how to trial the SDK before enforcing it in production.
SCG never bans on its own — it reports signals and you decide the action. That is the real protection against false positives. You can whitelist specific HWIDs, tune which checks count as a fail, and choose whether a failure is a soft warning or a hard block. We are an early-stage product running on a young platform, so we expect edge cases (OS updates, unusual hardware, reprovisioned devices) and we publish a documented appeal path so a flagged player is never left without recourse. Treat the automated result as input to your moderation, not a verdict.
Yes — SCG has a native Photon integration that runs server-side validation on join, meaning cheaters can't enter multiplayer rooms even if they bypass client-side checks. Other networking SDKs can integrate via our webhook endpoint or the result JWT returned to Unity.
SCG collects hardware identity signals (hashed device fingerprints, APK certificate data, TEE attestation results) and security scan results. No personally identifiable information is collected. Device data is hashed before transmission and never stored in plaintext. See our Privacy Policy for full details.
Beta Program

Built with
beta partners.

SCG is being tested privately with a small group of VR developers before public release. The cross-game ban network grows as more games join.

Beta Partner
Rawborn
VR Action · Meta Quest
Testing · integrating SCG in beta
Your Game
Be next →
Integration takes under 30 minutes
Public access coming soon
Coming Soon
More games
Network growing with every new integration
Cross-game ban network expands
Beta Feedback

Early feedback
from beta.

Works really well out of the box. If you know basic C# the docs walk you through everything clearly. The dashboard is a standout — being able to toggle custom auth on and off without touching code is genuinely useful. Would recommend it to anyone building a VR multiplayer game.
Bonk
GTag Locomotion Game Developer · 2+ Years · Beta Partner

Stop cheaters.
Ship faster.

SigChain Guard is in private beta. Public access is coming — read the docs to see how it works.

Read the Docs →