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!