AuthLock Academy

Master Supabase Auth & Row Level Security while building real Unity 2D platformers. Hands-on coaching that bridges backend security with gam...
Angeles City, PH
•Created byProfile picturestillnurture54
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@stillnurture54Profile pictureJun 7
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Welcome to AuthLock Academy šŸ”

You're in. Let's build something secure.


Welcome to Supabase Auth & RLS for Unity 2D Platformers — the only course that teaches you production-grade authentication and row-level security while building an actual game.


Here's how to get the most out of this:


  1. Start Module 1 immediately — the project setup takes ~30 minutes and everything builds on it

  2. Follow the modules in order — each lesson unlocks the next, and later modules reference earlier code

  3. Use the Community Chat — post questions, share progress, help others. The fastest learners here are the ones who engage

  4. Ship your final project — Module 6 walks you through a full RLS audit and multi-platform build. Completers earn a certificate


What you'll walk away with:

  • A fully playable Unity 2D platformer with coin collection, cloud saves, and real-time leaderboards

  • Production-ready Supabase Auth (email/password, Google, Discord, Apple)

  • Row Level Security policies you actually understand — not just copy-pasted from docs

  • A deployment-ready game with proper security across platforms


No fluff. No filler. Every lesson has code you'll use in the final build.


Let's get to work. See you in Module 1.


— AuthLock Academy

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@stillnurture54Profile pictureJun 7

Why Most Unity Multiplayer Games Get Hacked (And How RLS Fixes It)

If you're building any Unity game with online features — leaderboards, cloud saves, user accounts — and you're not using Row Level Security, your data is exposed. Here's why.


The Problem


Most indie devs connect their Unity client directly to a backend (Firebase, Supabase, custom API) and rely on client-side checks to protect data. This is fundamentally broken.


A player with basic tools can:

  • Modify their own leaderboard scores

  • Read other players' save data

  • Delete records they shouldn't have access to

  • Impersonate other users


Client-side validation is not security. It's a suggestion.


What Row Level Security (RLS) Actually Does


RLS moves your access rules into the database itself. Every query — SELECT, INSERT, UPDATE, DELETE — is filtered through policies you define at the Postgres level.


Here's a real example. Say you have a player_scores table:


-- Players can only read their own scores
CREATE POLICY "Players read own scores"
ON player_scores FOR SELECT
USING (auth.uid() = player_id);

-- Players can insert scores, but only for themselves
CREATE POLICY "Players insert own scores"
ON player_scores FOR INSERT
WITH CHECK (auth.uid() = player_id);


Now it doesn't matter what the client sends. A player literally cannot query another player's data. The database rejects it before the query runs.


Why Supabase + Unity Is the Best Stack for This


Supabase gives you Postgres with RLS built in, plus a full auth system (email, Google, Discord, Apple) — all with a REST API that Unity can call directly.


No custom backend server. No cloud functions for basic CRUD. Just:

  1. Authenticate the user (Supabase Auth)

  2. Make database calls from Unity (Supabase REST)

  3. Let RLS enforce every rule at the database layer


The 3 Policies Every Unity Game Needs


  1. Auth-gated reads — users can only SELECT rows where player_id = auth.uid()

  2. Scoped inserts — users can only INSERT rows tagged with their own ID

  3. Admin overrides — service-role keys bypass RLS for server-side operations (leaderboard aggregation, moderation)


Want to Go Deeper?


Inside AuthLock Academy, I walk through building a complete Unity 2D platformer with Supabase Auth, cloud-synced coin collection, real-time leaderboards, and full RLS policies — from zero to deployed.


6 modules. 15 lessons. You ship a real game at the end.


If you're serious about building multiplayer Unity games that don't get wrecked on day one, this is the course.