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This question was closed Oct 12, 2016 at 05:41 PM by Le-Pampelmuse for the following reason:

The question is answered, right answer was accepted

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Question by Zitoox · Oct 11, 2016 at 08:00 PM · unity 5building

What happens when you build a game?

When you are making a project, you have your own assets, you have your own scripts, etc... But when you build your game and look on it's files, the files aren't there.

I assume that they are converted and encrypted in some way, but HOW? You know, like.... What happens? How can the PC interpret those files as the originals? Can a hacker reconfigure my game or something to give him some advantage by using the game files?

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avatar image conman79 · Oct 11, 2016 at 10:03 PM 1
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Interesting read on the subject here

http://www.alanzucconi.com/2015/09/02/a-practical-tutorial-to-hack-and-protect-unity-games/

avatar image Zitoox conman79 · Oct 12, 2016 at 05:37 PM 0
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Nice! It's very sad that we can't do much to protect our games. I think i am going to hire someone later, i am horrible at encryption....

avatar image tanoshimi Zitoox · Oct 12, 2016 at 05:41 PM 0
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Encryption really won't make any difference.

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Answer by tanoshimi · Oct 11, 2016 at 09:32 PM

They're not encrypted; they're compiled to be executed under the Mono Common Language Runtime, just like any .NET application. Yes, a hacker can do nefarious deeds by modifying your game files.

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avatar image Zitoox · Oct 12, 2016 at 05:29 PM 0
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Oh, that's bad... I am really worried about people hacking my games, because i am going to start developing a simple mmo with some friends, and it would be pretty sad to see players hacking my game all the time while i can't do anything to help other than banning them.

avatar image tanoshimi Zitoox · Oct 12, 2016 at 05:32 PM 0
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Just to be clear - a hacker can modify any game. That's what hackers do. It's nothing specific to Unity, and there's nothing you can do to stop them modifying client code.

That's why any code in which it matters (such as the algorithm for a gambling game, say) would never be stored on the client.

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