How hackable is Unity

I bought a anti-hack plugin when it’s in sale but i just want to ask for my curiosity. How hackable is an Unity game? How do you get Model/Texture/Sound from a unity game? And how to change timescale/value?

I do know there are tools to assist with the process of extracting resources…

But you’ll have to find them yourself.

It’s super hackable by even basic tools. Nothing is protected. I don’t think most developers especially care much in this day and age of lawyers, and if it keeps someone amused, so be it.

Only matters in multiplayer and that’s where it gets dirty for everyone, not just Unity.

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You can get models/textures/sounds out of 100% of all games (unless they are playable through online streaming only, which applies to approximately zero games).

–Eric

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You like wasting money?

as far as i know you can basicly extract model data from your vram, so i wouldnt know how to protect against that, since your gpu need to render all the stuff if you want or not
and this is not a unity only problem as far as i know

I suspect he means the anti-cheat plugin which is designed for preventing memory hacks, speed hacks, etc.

Some might even hope for their copyright assets to appear elsewhere so they can profit even more off of aging IP.

RIP league of super critics.

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…and what about code?
Is there a way to protect your unity3d code?

There is literally no way to protect your project’s raw contents from a determined person. You can go to greater extents to make it more difficult for them, but you can’t be completely successful at it.

C/C++ DLLs will be harder to extract from a Unity compiled game, like, much harder.
Anything .NET can be reversed to original source code just by the click of a button.

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Exactly. In the future it becomes easier, once that il2cpp is available on all platforms. Reverse engineering a .Net class that was converted into C++ which then went through an optimizing compiler is likely not worth the effort.
Even at the moment it is questionable whether it is worth the effort, because it is most likely harder to understand the reverse engineered code without documentation than to implement it from scratch.

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In my experience when writing hacks for Unity games that require a little stealth, I’ve often wished it had been compiled in IL2CPP. JIT is such a pain.

JIT is good though if you want to steal code or are trying to do more sophisticated hacks like no recoil. Although I suspect it might be possible to get information out like variable names or function names, we’ll see.