![]() ![]() that should be your primary concern, and then, watch your programs popularity, both on official market, and on cracked sites. Lastly, if you're deploying your product on a marketplace, the only real worry is your user's sensitive data, such as microtransactions and such, and that's normally handled by your server, and network encryption. Major companies like EA, Ubisoft, Ect+ all monitor their "cracked/torrent" fanbase as market data. believe it or not, this is market data you can use to gauge how your product is doing. If YOUR game is popular enough to be cracked, then this means that you actually have a valid fanbase. If there is a demand for your program, there will be people that will crack it. Let me just say this, and this needs to be something you have to consider if your going down the selling route regarding software. i was actually talking all this over with CBS's top dog in terms of IP management, and I wont go into all he said, but it was amusing. They all said the same thing amusingly."Torrents and ripped files actually increased their Shows Public awareness, and actually increased sales. But personally I don't worry about it.Ĭlick to expand.I was actually in talks with CBS's IP / Copywrite division / Bla bla bla regarding how they were affected by torrents of their primetime shows, and various game companies.I wish i could link a credible article, but if you look, you'll find it. IL2CPP is generally recommended as an easy way to deter low-effort hacking because it produces a native binary that has gone through multiple stages of compilation, of which the end result is unlikely to be close resemblance.Īs for assets, unfortunately, Unity does not offer built-in asset encryption. NET DLL, if you don't do any step to minify/obfuscate it yourself, it can be decompiled rather easily. NET DLL if you use Mono backend or a native shared library if you use IL2CPP backend. The minification is not on by default, but unless you have other Java/Kotlin code, there will be very minimal benefit to minify that part because it is a very small setup to run the Android Player, and is virtually the same for every Unity game.įor Unity games on Android, all of the C# code you wrote will be compiled down to either a. It does not protect any assets that goes in the APK. ProGuard (Now replaced by Google's own R8) is just a Java byte code minification tool. ![]()
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