![]() ![]() ![]() The code is easy to dump because of how unity is built, how it uses. ![]() And try to make critical things server-sided, if possible. The IL2CPP backend converts MSIL (Microsoft Intermediate Language) code (for example, C code in scripts) into C++ code, then uses the C++ code to create a native binary file (for example. Otherwise, you can do some quick and cheap tricks as a compromise rather then spend a ton of time on this. IL2CPP provides better support for applications across a wider range of platforms. Unless you know as a fact your game is going to be a big success. The only time where this probably matters is if you're making a multiplayer game, although your better off focusing on the game then preventing cheating. Worry about getting sales first, if people are playing your game, you can start working on this. Obviously you can run your code through an obfuscator (changes your code logic into 'working' gibberish) for the release version, to make it harder to understand the code.Īlthough if you're making a game, you shouldn't really worry much about this. When it comes to obfuscating the game-assembly and metadata (the two files required to dump il2cpp back into readable code) you can probably find some information about that online, I wouldn't really know as I never did it. IL2CPP is a nice compromise if it works fine for your game. Which makes it harder, should stop most script kiddies. You can go an extra step and obfuscate the metadata file and some other shenanigans (I believe genshin Impact does it) But slightly harder to get these changes into the game and launch it. dlls using some free il2cpp dump programs out there. Although it's still fairly simple to convert the code back to readable c#. ![]() You can use IL2CPP, which converts it into c++, makes it harder to make changes to your code and launch it again. ![]()
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