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Anti-cheat for Unity VR

Built different. Literally — we check the hardware.

Most anti-cheat asks the app to vouch for itself. We ask the headset's secure hardware instead — and hand your Unity game a signed verdict it can trust. Real players clear the gate; everything else gets flagged and banned across the network. It is an anticheat SDK for Unity VR games on Meta Quest, Pico and Android VR — including Gorilla Tag fan games.

<1s per verdict 1 call to integrate +180KB build size
SCG.Validate() ONE SESSION
VERDICTPASS
any single failure returns FAILED — no token issued
How a verdict is reached

Challenge. Verify. Decide.

One Validate() call runs the whole pipeline server-side. Eight checks collapse into a single answer — and a fail returns nothing your game can be tricked with.

01

Challenge

A one-time nonce is issued for the session — 30-second window, single use. Replaying an old capture goes nowhere.

// nonce · 30s · single-use
02

Verify

The headset's secure environment signs the challenge. We confirm the signature chains to the manufacturer's root CA, the boot state is clean, and the signing cert matches your build.

// attestation · root CA · cert match
03

Verdict

Pass and your game gets a signed token to trust. Fail and no token is issued — you decide whether that's a kick, a ban, or a quiet flag.

// PASS → signed JWT · FAIL → nothing
What's inside

Verification you can't fake
by editing the download.

Client-side checks assume the attacker plays fair. SCG doesn't — the guarantee comes from the device's secure element, which a repacked build can't reproduce.

01

Hardware attestation

The device's secure environment signs each validation and vouches, in hardware, that the headset is unrooted and unmodified. That's the part a decompiler can't forge.

Root of trust
02

Certificate binding

Your signing certificate is bound into the attestation. A re-signed or repacked build presents a different cert and is turned away on sight.

Anti-repack
03

Device identity & bans

A hashed ID from hardware-backed signals. Bans survive reinstalls and most updates; a factory reset can reset identity, so we re-detect returning cheaters rather than pretend it's permanent.

HWID bans
04

Continuous re-checks

SCG re-validates quietly every few minutes. Passing at launch isn't a free pass — tamper mid-session and the next check catches it.

Always-on
05

Hook & injection scan

Reports hook frameworks and injected native libraries at runtime and surfaces them to you as signals — you decide how much each one counts.

Runtime scan
06

Cross-game ban network

Flag a device in one SCG-protected game and it's flagged across all of them. Every integration makes the shared database stronger — the newest game inherits every ban that came before it.

Network effect
07

Photon join validation

The result is verified server-side before a player joins a room, so a bypassed client still can't walk into your multiplayer lobby.

Server-side
Integration

One import. One call.

Drop in the Unity package, paste your key, call SCG.Validate() at start. The native bridge fires before Unity finishes loading — players never feel it.

GameManager.cs
1using SigChainGuard;23public class GameManager : MonoBehaviour4{5 async void Start()6 {7 // key lives in the SCG config asset8 SCGResult r = await SCG.Validate();910 if (r == SCGResult.PASSED)11 LoadGame(); // ✓ verified1213 else if (r == SCGResult.FAILED)14 // your call — kick, ban, disconnect15 }16}
STEP 01

Import the package

Drop the .unitypackage in. The native bridge registers itself — no manual wiring.

STEP 02

Paste your key

Copy your API key from the dashboard into the SCG config asset. That's the whole setup.

STEP 03

Call Validate()

One async call at start. It resolves in under a second and adds about 180KB to your build.

Pricing

The more you grow,
the less each player costs.

Planned launch pricing, shown for transparency. Paid plans open after the private beta — no card, no charge yet.

Starter
For solo devs shipping their first game
$29
/ MONTH
$14.50 per 1,000 players · 2,000 MAU
  • 1 game registered
  • 2,000 monthly active users
  • Full validation pipeline
  • HWID tracking & bans
  • Result JWT for Unity
  • Email support
Opens after beta
Paid plans aren't open yet
Best value
Growth
For games that are taking off
$89
/ MONTH
$3.56 per 1,000 players — 4× cheaper than Starter
  • 3 games registered
  • 25,000 monthly active users
  • Full validation pipeline
  • HWID tracking + export
  • Photon integration
  • Cross-game ban network
  • Priority support
Opens after beta
Paid plans aren't open yet
Studio
For teams running multiple titles
$229
/ MONTH
Flat rate · unlimited players → cost per player keeps falling as you scale
  • Unlimited games
  • Unlimited monthly active users
  • Everything in Growth
  • Raw validation data
  • Custom webhooks
  • Discord priority support
Opens after beta
Paid plans aren't open yet

The math behind that: Growth covers 12× the players for 3× the price of Starter so your cost per player drops from $14.50 to $3.56 per thousand. Growing is where the pricing turns in your favor.

Shown for transparency during the private beta. Prices may change before public launch.

Straight answers

The honest FAQ.

Including the limits — a security tool that oversells itself is one you shouldn't trust.

Decompiling exposes the SDK's logic, but the security doesn't depend on that logic staying secret. Validation is gated on a hardware attestation certificate signed inside the device's secure environment, and our backend verifies it chains to the manufacturer's hardware root CA. Full APK access still doesn't let an attacker produce a passing certificate without compromising the device's secure hardware — which on a locked, non-rooted headset we have no known method for. Root or an unlocked bootloader changes that calculus, which is exactly why we also surface device-integrity and root signals to you.

SCG never bans on its own — it reports signals and you choose the action. That's the real defense against false positives. You can whitelist specific HWIDs, tune which checks count as a failure, and decide whether a failure is a soft warning or a hard block. We're early-stage 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 stuck. Treat the result as input to moderation, not a verdict.

Each device gets a hashed ID from hardware-backed values a normal app can read. Ban an ID with cross-game banning on, and that device is flagged across SCG-protected games. The honest limit: those 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. We won't pretend a non-privileged app can read an unchangeable hardware serial.

Yes. SCG works on any Android VR headset regardless of distribution — sideloaded, dev builds, Meta Store, AppLab. No dependency on Google Play Services or Meta's platform SDK.

SCG returns NO_CONNECTION — not a failure. Your game decides how to handle offline sessions. We recommend allowing limited offline play and re-validating on reconnect.

No meaningful impact. It's a single async call at start, typically under a second, running before Unity finishes loading. The SDK adds roughly 180KB to your APK.

Hardware identity signals (hashed device fingerprints, APK certificate data, attestation results) and security-scan results. No personally identifiable information. Device data is hashed before it leaves the headset and never stored in plaintext. Full details are in the Privacy Policy.

From the beta

Early partner feedback.

scg://beta_feedbackVERIFIED PARTNER
Works really well out of the box. If you know basic C# the docs walk you through everything clearly. The dashboard is the standout — toggling custom auth on and off without touching code is genuinely useful. Would recommend it to anyone building a VR multiplayer game.
B
Bonk
Gorilla Tag locomotion dev · 2+ years · beta partner

Give every cheater
exactly one session.

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

Read the docs → PRIVATE BETA · PUBLIC ACCESS SOON