EULA is the only measure of protection you have. Almost all software now requires upon initial use, an activation via the internet. I have been doing more research since that initial discussion I had. MoleBox Pro works just fine with Unity builds and I will stick with that. I would surmise that the majority of hackers are on Windows. Frankly have you seen the shelfs of games at the Mac stores? Rather empty.
The other problem is updating your programs.
I have no issues with this with regards to single click deployment in 2005/2008 however, Unity doesnât have an âupgrade appâ path at the moment. The work around for that is strictly streaming assets.
Think about this angle for a minute, its the direction I have taken.
First they install my app, good, now lets just assume they hacked it, soâŚ
I thought about that, well, they have to activate there games that I created through my activation server. To do this, they have to have an actual user account which has basic information about the computer they are using so I can easily identify them. This helps me to determine which games they have activated and what content they are privy too.
Twist is what comes next.
I have encrypted blocks of data in my content that identifies the user individually, this key in and of itself, hooks to the main program, so the main program has a unique key for the player, each piece of content has that same key, and that players installation of the game is identified back at the server.
If a person were to pass around that data, it simply wouldnât work on another computer. Key mismatching occurs and the game will fail to operate.
Per purchased copy of the game, I allow up to 2 installations / activations of the game and content. The content âpacksâ as it were, are encrypted. When it comes to updates, I can stream additional content they are privy to and merge it into there current content, thats tricky for me but works.
There probably is a way to hack that, but if someone takes the time to screw up the game on the client and tear it up for content, (IE, characters, materials, the like), there is not enough info without the key to get the data locally. Granted the key is only 96 characters in length 128 bit encrypted, but it would give them a headache for a few weeks at least.