PurrNet
  • 🐈Introduction
    • ‼️Unique to PurrNet
    • 💲Pricing
    • 💻Compatibility
    • 📚Addon library
    • 🗺️Roadmap
    • 🏎️Performance
      • RPC Benchmarks
      • Network Transform benchmarks
    • 🥰Support PurrNet
  • 📚Guides
    • Installation/Setup
    • Getting Started
    • Converting to PurrNet
      • Converting from Mirror
      • Converting from FishNet
    • Lobby System
    • Networking custom classes, structs & types
    • Chat system with broadcasts
    • Easy Multiplayer Physics (input Sync)
  • 🎮Full game guides
    • 🔫First Person Shooter
    • 🪓Survival Game
  • 🖥️Systems and modules
    • Network Manager
      • Network Rules
      • Network Prefabs
      • Network Visibility
        • Distance condition
      • Transports
        • Composite Transport
        • UDP Transport
        • Web Transport
        • Local Transport
        • Steam Transport
        • Purr Transport
      • Authentication
    • PlayerID (Client connection)
    • Network Identity
      • NetworkBehaviour
      • Ownership
      • Sync Types
        • SyncVar
        • SyncList
        • SyncArray
        • SyncQueue
        • SyncDictionary
        • SyncEvent
        • SyncHashset
        • SyncTimer
      • Don't destroy on load
    • Network Modules
    • Collider Rollback
    • Client Side Prediction
      • Overview
      • Predicted Identities
      • Predicted Hierarchy
      • Best Practices
      • Input Handling
      • State Handling
    • Plug n' play components
      • Network Transform
      • Network Animator
      • Network Reflection (Auto Sync)
      • State Machine (Auto Networked)
    • Spawning & Despawning
    • Remote Procedure Call (RPC)
      • Generic RPC
      • Static RPC
      • Awaitable RPC
      • Direct Local Execution of RPCs
    • Instance Handler
    • Scene Management
    • Broadcast
  • 🤓Terminology
    • Early Access
    • Channels
    • Client Auth/Everyone (Unsafe)
    • Host
    • Server Auth (Safe)
  • 💡Integrations
    • Dissonance
    • Cozy Weather
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  1. Terminology

Client Auth/Everyone (Unsafe)

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Last updated 10 months ago

Client Auth, "Everyone" and Unsafe, are words used over and over again throughout PurrNet. It is important to understand that this isn't inherently "bad", just because the word "unsafe" is involved. It will simply mean that the code isn't cheat proof, and for most games such as Co-op, friendly games or casual games, this isn't relevant either.

Allowing for unsafe networking in your will make life for you as a developer even easier with PurrNet, allowing you to cut corners at every step of the way!

If the rules are not set to unsafe, you'd have to ensure that the calls are happening through the server, and ensure a safe code structure yourself.

🤓
Network Rules