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How to protect Unity assets in 3.4.2f3 from being stolen?
How to protect the assets of an Unity game build from being stolen? (Particularly Windows & Mac OS X).
By stolen, I mean, for example, I downloaded some people's Unity project off the internet. They didn't distribute the source code with it for obvious reasons. I then somehow "rip" the assets out of the compiled binary, and re-use it in my own project.
Answer by Eric5h5 · Jan 19, 2012 at 04:13 AM
You can't, all games (including $100 million AAA games) can easily have all their assets ripped. No matter how convoluted a system you come up with for "protecting" content, the inescapable fact is that everything has to be displayed by the graphics card or played by the sound card in the end, and you can always simply take it from there. There's nothing you can do about it, so there's no point wasting time worrying about it.
Are there at least some form of protection for the assets? Having a $$anonymous$$imal security is always better than having none right?
You have already some sort of protection. When you create a build, all assets are packed into a custom format which is used by Unity. No other software can work with these files. However, there are already some tools to unpack web builds but most of the data can't be used as it is published.
As already mentioned if someone hook into the graphics driver he can save any textures / geometry that is send to the graphics card.
99% of all users don't know how this would be done, so it's quite safe.
I'm quite shock as I have never thought about hooking graphics driver... Thanks for your info.
route trough graphic card is good learning source by the way.. but use it with caution and only on titles that you own!
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