Unity3d Obfuscator Keygens

3/13/2018by admin
Unity3d Obfuscator KeygensUnity3d Obfuscator

Hi there, [Just in case: This is NOT a question about Obfuscators, so please don't try to sell them here xD, I know them all] I have a question that can probably only be answered by a Unity developer. When you build a project the NET assemblies seems to be just lying around there in 'Xxx_Data/Managed/', like 'Assembly-CSharp. Directx 7 For Windows 8 on this page. dll' which would be the one containing my code.

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If I now use a tool like 'eazfuscator' or RedGate to properly protect this DLL, and keeping all names, that are required for Unity to apply behaviours, unchanged; would it be sufficient? Or is the NET code stored somewhere else as well? Is it for example precompiled into some Unity internal file or whatever (so that this plain NET assembly is just used for reflection)?

The reason is, that if I really only need to protect the built NET DLL, then this would simplify obfuscation a lot. Otherwise I would have to create some sort of proxy for each MonoBehaviour and then link it with a preobfuscated DLL containing my original code and then build the project (does not only sound cumbersome; the good thing is that I have not that much behaviours, but still it leaves the irritating process of adding an obfuscated DLL to the assets and the whole thing. Compare Teba Oven Manual. ) Thanks a lot C.M. Download Light Image Resizer 4 0 5 6 Keygen Rar here. Burns. Redgate for me has worked the best and is the hardest to reverse. Not impossible, but it makes my life a nightmare at times when I am picking apart other people's code for ideas. There is also the dedicated Unity3D Obfuscator sold by Tech-Next. I have heard a number of complaints against that one and I have heard the support is not great. It uses, AFAICS, the standard Mono obfuscator wrapped in a simple.NET application.

With Redgate you get the benefit of being able to endlessly tweak what gets obfuscated and what does not, thereby ensuring that your code can still run against the Unity run-time. You can protect parts of the Unity run-time too, but the only part you really need to concentrate on is your own code.

Redgate also gives you instrumentation so you can actually track what parts of your code is being called and report it back to a server and database. Nice if you want to track down which features are being used, or highest levels reached in the game.

Is obfuscation worth it? I think it is. It won't stop people copying your game, and the number of people out there who have ability to reverse your game is very little, but if you don't want to give away all of your source code, obfuscation will at least stop a larger majority of lazy leechers. One more thought, if you want to protect everything, not just your code, you may consider something like Molebox or Armadillo to protect assets and code.

This of course only works on the PC platform. I think there are similar packages for Mac OS X. To complete what Justin has already begun and to answer BDevs question: Obfuscation starts with randomizing or encrypting all eligable symbols in an assembly. Eligable depends on many things. For an exe without serialization you can probably randomize everything, for Unity you will at least have to exclude the MonoBehaviour method names and so on. That's already enough to raise the bar of effort for reconstructing your code to a level where it is usually cheaper to copy your product by rewriting it from scratch. Either way its illegal and that's not what obfuscation is really about.

You might want to protect some fancy algorithms you have expensively developed and don't want someone to steal them. You may want to prevent hackers/cheaters from gaining important insides of your application. Make your license protection more solid. But obfuscators can do much more. For an extensive explanation you may visit the RedGate site. But there are code flow obfuscation (which simply reorders/replaces instructions on IL level), native compilation (which replaces some of your IL code with real native code), insertion of illegal/non-standard NET code, creating proxies for external dependencies, so that it is almost impossible to see which parts of your code call System.IO.File.Read() for example. All except renaming and code flow obfuscation are potentially incompatible to MONO and thus Unity, but provide among the strongest way to prevent decompilation, which essentially helpful to counter cheaters/hackers.