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This question was closed Jun 07, 2015 at 04:25 AM by Bunny83 for the following reason:

Question is off-topic or not relevant

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Question by fir3st0rm9 · Jun 07, 2015 at 03:48 AM · decompile

Reverse Engineering Unity Games

I am interested in creating a program that would pull values from an already compiled unity game such as player locations, score etc... Does anyone know how to go about this? I know that you can access most of the game's code through decompiling Assembly-csharp.DLL but how can you access values that are constantly updating like player locations?

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avatar image Bunny83 · Jun 07, 2015 at 04:24 AM 1
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This is not a Unity development question. You ask for how to cheat / manipulate / compromise third party software. In most cases this is an illegal action (depending on the software's EULA / license(s)).

Apart from that, any way to manipulate a Unity game can be used to cheat in multiplayer games and we will not share any information on that topic here.

Since this question isn't about the development with Unity i'll close the question.

avatar image fir3st0rm9 · Jun 07, 2015 at 05:07 AM 0
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Oops my bad, I was just interested in how it works more than cheating but oh well :)

avatar image Socapex · Jun 07, 2015 at 06:52 AM 0
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You should check out Cities Skylines modding community on reddit. The have a good explanation on how to setup monodevelop and how to mod the game. It is EXACTLY what you are looking for.

Also, there is nothing wrong in reverse engineering games, it is a quite interesting subject, especially for modding. Anyways good luck :)

avatar image tanoshimi · Jun 07, 2015 at 08:30 AM 1
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@Socapex - This isn't the place for a discussion on the ethics of reverse-engineering but, from the strictly legal point of view, here's the relevant section of the licence for Cities Skylines that you agreed to when you bought the game...

"C. You shall not, without Paradox’s express written consent:... iii. $$anonymous$$odify, adapt, translate, reverse engineer, derive source code from, disassemble, decompile or create derivative works based on the Software Product ."

avatar image Socapex · Jun 07, 2015 at 07:22 PM 0
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@tanoshimi Thats interesting, as they tweet mods that do exactly that every week! And their marketing strategy is hugely based on "we have 10 gazillion mods in workshop". Its also another way to combat piracy, as the workshop is unavailable.

Anyways, I understand your stance for pirating concerns. But cheating or modding are quite irrelevant, I$$anonymous$$HO. The only time it matters are in multiplayer games, which the authoritative servers should catch. Anyways, just my 2 cents "pro curiousity" :)

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