Unity3d.com; Version: 2018.3. Offline / Manual Activation. Activation FAQ. Other Versions. Leave feedback. Managing your License. If your machine is no longer accessible. You can return activations from the serial number(s) added to your webstore account. Go to the License Management Section of your webstore account. Serial Number License tools ver 2.2 for Unity3d games This package 'Serial number license' is designed to protect products by binding the product to hardwareID using serial numbers (DSA signature).
Product - is a complex protection utility for Unity 3D platform, and is designed to: - obfuscated scripts and libraries; - protect functions from code analisys; - Product localization (auto-translation); - encryption resources and string code data; Features: - Support for obfuscation in real real-time mode. Support obfuscation: Script (C #, Unity Script, Boo) and libraries (DLL Assembly) - Symbol obfuscation involves renaming classes, methods and their parameters, fields, properties, a set of meaningless characters; - Possibility of insertion of the application work restriction by time; - Protection of data used by PlayerPrefs; -Encrypt string data and resources; - Automated localization of the scenes and the code in many languages. Support for automatic transfer of resources to the selected language spell checker support (en, ru) The ability to export and import of resource localization in CSV format as well as the loading of GoogleSheets Supported Platforms: - PC, MAC, Linux - Standalone - iOS, tvOS - Android - Tizen - Windows Store, Phone - WebGL, WebPlayer - SamsungTV - XBox - PS3,PS4 - PS Vita - FaceBook Unity Version: 5.2.3 and higher 5.6.0 and higher 2017.1 Download:. I have a question. I am considering obfuscating my program but I have never taken the decission to buy an obfuscator. The problem that I have is that I use functions with string parameters that point to other functions.
For example I use the function InvokeRepeating (for example InvokeRepeating('PrepararLanzamiento', 0.001f, 0.01f) and I would like to know if your product could obfuscate the string pointing to the function in the same way as the name of the function, in such a way that everything would work smoothly after obfuscation. I also use CancelInvoke, StartCorroutine with string parameters and other functions with similar format. Thank you for your answer. I have a question.
I am considering obfuscating my program but I have never taken the decission to buy an obfuscator. The problem that I have is that I use functions with string parameters that point to other functions. For example I use the function InvokeRepeating (for example InvokeRepeating('PrepararLanzamiento', 0.001f, 0.01f) and I would like to know if your product could obfuscate the string pointing to the function in the same way as the name of the function, in such a way that everything would work smoothly after obfuscation.
I also use CancelInvoke, StartCorroutine with string parameters and other functions with similar format. Thank you for your answer.
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Covers wide range of topics. Resources CSS created by Sean O'Dowd, Maintained and updated by Reddit Logo created by from! All i have to say is, good luck too anyone that tries to read my cluster fuck without comments. Raw code obfuscation at its best LUL. And for the art or whatever, be honored if someone is trying to get your assets that means you did a great job. They can't really use your characters,environment and get the results you got with them.
Games are about the story, work and experience they provide. An asset is just an empty shell. If you think someone can put your assets together and make a better game within few days then the problem is your game:). I spent zero effort on asset/code obfuscation with my game studio. My publisher applied a trivial.-to-beat executable-wrapper for validating license keys and such. Game sold several thousands of copies (long before the race-to-the-bottom of app store pricing), and we never found indications piracy was making a difference to sales.
(. As in, I accidentally defeated it because I happened to be poking around in /tmp while the game was running, and discovered the unwrapped binary sitting in there.). The idea of someone being able to crack open your game may sound frightening at first, but realize that it doesn't really mean anything. If you're worried about people cracking your game, don't be - they will anyway.
If you're worried about some super-fancy proprietary algorithm being stolen, protect it legally. Also, you should be able to implement 'secret' parts of your game in C and reference the library from C#, but that's a whole lotta work for a very small payoff. Anyone with Ida Pro can decompile C to almost source code anyway.
Essentially, don't worry about it. It's not the parts of your game that makes it worth anything. It's the assembled product. Raw code of any language is obfuscation for the vast majority of people and those who can see through that first smoke-screen will probably get to see through anything if they are motivated enough, see the problem? Artistic assets on the other hand are protected by copyright laws without you doing anything. Our law states that can own the rights to your play but not to the process of acting which is where patenting code becomes a murky business.
But look at the bright side. People being motivated enough to hack you means your product is good!