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Unity game with license check through the LVL and the Android Market client
I'm thinkg of buying Unity Pro with Android Pro. My question is: can Unity application initiates a license check through the License Verification Library and the Android Market client to prevent stealing of Android Market application?
http://developer.android.com/guide/publishing/licensing.html
I'd like to know this as well - but my guess is yes. Perhaps even using a WWW form is possible.
Answer by Unamine · Feb 09, 2011 at 12:24 PM
You can use a database in PHP, for verification of passwords, making the user having to purchase the application, register, and verify the license online, or also, you can create variables with each one Serial different when you make a purchase, you give the serial for it, then the unity compared with a variable and allows access.
Answer by Jeffrey Caban · Aug 19, 2010 at 04:59 PM
Anyone knows if you can add license check in Unity?
Here is a link on how to steal an apk from the market
http://kbeezie.com/view/steal-market-app/
http://phandroid.com/2009/02/20/android-market-hacked-kinda-sorta/
To prevent stealing
http://developer.android.com/guide/publishing/licensing.html
Can you edit the source file to add additional code?
public boolean allowAccess() { long ts = System.currentTimeMillis(); if (mLastResponse == LicenseResponse.LICENSED) { // Check if the LICENSED response occurred within the validity timeout. if (ts <= mValidityTimestamp) { // Cached LICENSED response is still valid. return true; } } else if (mLastResponse == LicenseResponse.RETRY && ts < mLastResponseTime + MILLIS_PER_MINUTE) { // Only allow access if we are within the retry period or we haven't used up our // max retries. return (ts <= mRetryUntil || mRetryCount <= mMaxRetries); } return false; }
Answer by Paulius-Liekis · Oct 11, 2013 at 01:56 PM
private void CheckLicense()
{
// Android Market
if (!Application.genuineCheckAvailable || !Application.genuine)
{
Application.Quit();
}
}
This method doesn't work on Android. For one, Application.genuineCheckAvailable always returns false in the Player. (It does work for iOS).