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I read from some post that the game developers should not be bothered with cheaters, unless the game has: - Real world value attached to scores (gambling). - E-Sports appeal (Starcraft, League of Legends, etc). - Mechanics that depend on scores (Earth 2025). And the same post says trying to stop cheaters is a time wasting, because nobody really cares about global leaderboards all that much and there will always be someone who cheats the system. But currently most mobile games are freemiums which involve in-app purchases and player-versus-player feature. The cheaters can make their character stats powerful, to get rare items and golds easily. Or simply beat other players without breaking a sweat.

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It is okay if he keeps the cheat method to himself. But some of the cheaters bragged about their cheat methods on social media like YouTube. I agree that there will always be someone who cheats our games, but I think there should be some good practices or workflows that we can follow to minimize the cheats. Is there any comprehensive tutorial about Unity game security? I found the Server Side Highscores tutorial from the Unity Wiki, but I think this method will easily be hacked. [BOLD]EDIT:[/BOLD] Thanks everyone for your inputs.

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I don't blame Unity for the security, I just wish there is a comprehensive tutorial or guidance on how to minimize the cheats and hacks by using server side checks or other methods. Softplan Crack. As we can see from the videos, the game developers have already tried to protect the variables by using an anti-cheat plugin. Is protecting or obscuring the variables still effective? Or no need to bother obscuring the variables, because the server side check method is more effective? I tried to find a better way to stop cheaters by searching on Google using the following keyword: 'how to hack unity games with cheat engine'. Some YouTube video links appeared and one of them is disturbing: It shows that Unity games are very easily hacked. The Iron Tanks game, the game used as an example, already used the Code Stage's Anti-Cheat Toolkit, one of the most popular anti-cheat tools on the Asset Store.

The hacker easily bypassed the online game security and even manipulated the game logic (!). Click to expand.That is not really a Unity specific flaw. That video simply shows how easy it is to cheat in an online game when the online game lets the game client choose how often a player can fire.

When you are concerned about cheating, the server needs to be responsible for deciding if a player can fire, how quickly a player can move, etc. In the tank game video, it is obvious the server is simply trusting the clients about things like that. The hacker simply exploited that poor networking design. That vulnerability exists in any online game where the developers made the same choices about letting the server trust the client. Just to be clear, no amount of IL2CPP or anti-cheat tools will get around a poor networking design issue. I realize that the hack feels extra invasive because the hacker is using tools to tear apart the Unity game, but the core issue in this example is the networking design.

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