Hi everyone,
I have had this idea for a while, and I know it has been done by at least one of you if not more. (if it’s possible to begin with).
The idea:
Hiding a secret in game from data-miners by hiding it behind a trigger event.
I figured it should be possible to monitor client-side “events” server-side and once the correct events are triggered to force a patch roll-out with all references and the actual secret, so it will only appear client-side once the secret has been solved.
maybe using analytics as a way to check events without raising any suspicions as to what event might be an actual trigger.
Is this doable? or is there a better way to go about this sort of thing?
I’m not looking for a complete guide on how to do this, just wanted to know if this sort of thing is possible at all within unity.
Thank you all for your time!
Have a great day.
Well, is not really Editor related question. Is more like game design.
Anyway, yes it is possible, but patching normally requires game restart. You would be perhaps better, in downloadable data file, or just simple trigger from the server. But that means secret content should be already on client application. Just not active. Having importing data, at least securing, how secret functionality should work. However you either import such data every time, or once, and store on local client.
If is stored, then is possibility of retrieving such data, if somebody really want to. Same for patched content. So your effort implementing such may become wasted.
One mer option, is to import content and execute as runtime, by for example compiling imported code at runtime. Just like nodding.
These are not exhaustive solutions. More options are out there.
Antypodish,
I’m sorry to have posted in the wrong sub-forums.
Thanks so much for your explanation, I will be looking at other options, good to know the option is there!
Have a great day.
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