Conversation

Replying to
It's not even worth trying to report individual bugs at this point. Their code is pretty much continuously doing use-after-free, etc. during regular use. Hard to believe believe this is network-facing code written after 1999. Games have seriously screwed up development practices.
1
10
Unity games are broken on GrapheneOS not because the game engine depends on Play services but because it's continuously corrupting memory in regular usage. A bunch of the issues get detected by security features. Broken with non-hardened allocators, etc. too just not jemalloc...
3
11
Their approach to memory corruption appears to be entirely ignoring the problem unless the crashes and data corruption are so bad that a game can't run for 30 minutes without crashing. If it doesn't completely break with default allocator, etc. then apparently they don't care.
1
5
Seriously, use ASan / HWAsan and start fixing the blatant memory corruption. This is going to turn into a seriously embarrassing chain of security incidents. Reported serious issues including security-relevant ones and they did nothing. This is directly network-facing software.
1
6
Got someone else to try reporting issues and I made an attempt myself. Based on how blatant the issues are it's pretty clear they simply don't care. They don't even need ASan/HWAsan to find these bugs. Could use older approaches like Valgrind or primitive malloc debugging tools.
1
6
There are so many memory corruption bugs that there's no point even talking about something like fuzzing because Unity can't even open up a game menu during completely non-adversarial usage without a bunch of memory corruption bugs. Not talking about some minor issues either...
1
10