I am using some the scoreBoard services in my Unity mobile game without ACL and would now like to add ACL (if that makes sense). So I followed these steps...
- created a new App42 App with ACL enabled
- added an 'AllowAll' key with access granted to All services and All operations.
(This is what gives me a 'Custom Key', which BTW I think should be called 'Custom API Key', do you agree?)
- When trying to submit a user score I get this traceback in Unity:
{"app42Fault":{"httpErrorCode":401,"appErrorCode":1401,"message":"UnAuthorized Access","details":"Client is not authorized"}}
UnityEngine.Debug:Log(Object)
com.shephertz.app42.paas.sdk.csharp.App42Log:Console(String)
com.shephertz.app42.paas.sdk.csharp.connection.RESTConnectorAsync:ExecutePost(String, Dictionary`2, String, Dictionary`2)
com.shephertz.app42.paas.sdk.csharp.game.ScoreBoardService:SaveUserScore(String, String, Double)
Highscores:OnSubmitMyScore() (at Assets/30. GUI/Highscores.cs:200)
UnityEngine.EventSystems.EventSystem:Update()
- I tried using the custom key instead of the Api key which is for the ACL app with only the default permissions (Ithink).
- So yes I know I don't do user authentication yet because basicly I'm am not sure if this whole ACL would do anything to make my leaderboards more secure.
So I'm a bit confused how these two things should fit together.
BTW In the near future I would like to add some Facebook&Social integration in my app so that was one reason why I am trying to switch to ACL.
Thank you!