
Some of them then discover that they can't protect everything fully, and sometimes that makes them freak out. I believe you could encrypt the asset bundles (it's the file that unity stores assets in, and the one players read to get your meshes/textures)) but I don't have experience with that.Ĭlick to expand.Those threads pop up once in a while.īasically, when people just start programming they often have that idea that their code has value, people will try to steal it, and therefore it must be protected. Maybe il2cpp helps with the asset thing, I can't remember, but either way like I said using il2cpp is enough. But it's a messy thing to do, and it still doesn't do it very well.

There's applications out there that scan read the files unity uses to store all your textures/meshes. When it comes to the assets themselves (meshes, texture) not sure what you can do about that. dll names, script class names, maybe variables (can't remember), but that's it. They can still dump files (with a public application) to get. This will make it so they basically can't get any of your C# scripts.

(Competitive game maybe)ġ - First, and maybe only thing you should do is use il2cpp. Investing time into this though is not really a good idea, unless you have a good reason to do it.

There's nothing you can do to make it impossible, but in my opinion things that cost nothing (time included) and do something are things you should try if you really want to do this. The project he has is just a skeleton of the game, it doesn't really work and is filled with issues and missing scripts/files.
