[quote=“Tautvydas-Zilys, post:18, topic: 635203, username:Tautvydas-Zilys”]
We have contacted Microsoft on this issue - that’s about everything we can do about it. I can also guarantee that it is a false positive: Unity player is definitely not malware.
[/quote]Sorry, that’s not good enough! You need to fix this, and fix it with them yesterday. It’s embarrassing and ridiculous we have top waste time covering for this issue and asking people to make exceptions in their security.
I dread moving to 5.4, and I don’t say this to be dramatic, I’m telling you so you know how we feel about working with Unity currently. We did feel like this a year ago. I really hope things improve over there.
And how do you suppose we do it? It’s not like we can magically change something in our code and Windows defender will stop flagging it. Be reasonable. I have already asked Microsoft to look into this.
To folks that are seeing this behaviour: can you show screenshots of what Windows Defender really says about the executables? Also, are you signing them with a certificate after building from Unity?
Alright folks, I heard back from Microsoft today. They are eager to help, but they need a build of your game that windows defender flags as malware. Those who are facing this issue, please email me your built game (there’s no need for Unity project, just the final game) to zilys@unity3d.com. If it’s large, you may strip it of all files except “.exe” and “.dll” files. If you do send me an email, please also include a screenshot of Windows defender flagging it with details shown.
Just had someone playing for a minute or so, then windows defender deleted the exe… didn’t get a chance to get screenshot from them. Are you guys using unity analytics in your builds?
Hi, I can confirm that we are getting the same malware flags on-again off-again when running the client from a standalone build executable. What’s the news on the issue?
We have an upcoming closed test of our game in 2 weeks and it could tarnish our professional reputation if testers get malware warnings when running our client.
The news are the same thing I said a few posts up. You need to send your game executables and a detection screenshot to my email. I’ll then be forwarding that to my contacts at Microsoft who will take care of it.
I feel sure it is something to do with adding a custom icon. When I build with no icon, the game launches fine. If I build with a custom icon, WD pops up whenever I open the game folder.
Maybe someone else can confirm whether building without an icon works-around the problem?
Edit: I noticed Tautvydas-Zilys mentioned icons and security signatures earlier in the thread so perhaps this is already known.
I wish I would have known about this issue sooner, I never experienced it on my own or even with my testers. But once I put my game out there and launched an indieGoGo campaign, I started getting feedback about the “maleware” warnings. hope there is a solution soon!
Has anyone had any luck with removing the custom icon?
Our team has started encountering this problem as of today (Nov 1st 2016). We are running Unity 5.4.1f1 on Windows 10.
The problem is exactly the same as described by others in this thread. I built our game this morning and when I tried running the freshly created executable, Windows Defender flagged it as malware.
Our game has been in early access on Steam (Pirates of the Polygon Sea on Steam) for several months and this is the first time we’ve run into the issue.
I’ve e-mailed all relevant information as specified earlier in this thread.
Just a quick update - we tried removing our custom icon and using the default Unity icon and that works. Windows Defender doesn’t complain about that version of the executable.
Obviously it’s not an ideal solution, it looks a little unprofessional to not have an icon, but it does provide a temporary workaround.
Just upgraded a project from Unity version 4.x to version 5.x and Windows Defender is removing the .exe every time its built.
I just tried changing the logo from our custom one to the default Unity logo and it still flags it as malware.
Anyone got any other ideas for fix even if its a temporary hack?
I wrote what you need to do: email me the binaries, which I will then pass onto my contacts at Microsoft and they’ll fix it. However, it has to be done on case to case basis now - they’re still investigating the root issue - and before they do that, they’ll have to whitelist individual games.
I’ve also submitted a report to your email, thank you for taking point on this issue and communicating with MS on our behalf. Don’t mind all the wankers demanding you magically fix things “yesterday”, we appreciate your efforts.
Only one Windows 10 beta tester for our game has found this issue, and only reports it for the x86 build (x64 bit has no issues).