At IncludeSec we of course love to hack things, but we also love to use our skills and insights into security issues to explore innovative solutions, develop tools, and share resources. In this post we share a summary of a recent paper that I published with fellow researchers in the ACM Conference on Security and … Read more
We customize and use Semgrep a lot during our security assessments at IncludeSec because it helps us quickly locate potential areas of concern within large codebases. Static analysis tools (SAST) such as Semgrep are great for aiding our vulnerability hunting efforts and usually can be tied into Continuous Integration (CI) pipelines to help developers catch … Read more
The Unity game engine provides various means for getting external assets into a game, such as AssetBundles, for adding assets at runtime and the Asset Store, for purchasing third-party assets.
It’s possible for a GameObject to execute arbitrary code using no custom scripts, only components that are available by default in Unity. If the game uses Bolt or another visual scripting system, there are even more paths to code execution. In this blog I will cover how a malicious GameObject might get into a game, two specific methods I’m aware of for the GameObject to execute code, and possible ways to mitigate the risk.
In our client assessment work hacking software and cloud systems of all types, we’re often asked to look into configuration management tools such as Ansible. In this post we’ll deep dive into what package management vulnerabilities in the world of Ansible look like. First we’ll recap what Ansible is, provide some tips for security pros to … Read more
The Unity game engine has a package manager which allows packaged code and assets to be imported into a game, with dependencies automatically handled. Originally this was used only for Unity-produced packages, such as the GUI system. Later Unity began allowing private registries so that game studios can maintain their own internal packages. The IncludeSec research team found that the previous advice to Unity game developers to stand up their own package manager left them vulnerable to dependency confusion by default.