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#
1usingSigChainGuard; 2 3public classGameManager : MonoBehaviour 4{ 5async voidStart() 6 { 7// Bridge fires before Unity — instant hardware check 8SCGResult result = awaitSCG.Validate(); 9 10if (result == SCGResult.PASSED) 11 { 12LoadGame(); // ✓ Verified 13 } 14else 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.