![]() ![]() Think about a cheat that moves the player. You're talking about securing all sorts of data, many times a second. It's just a whole mess of data that you're reading and changing constantly, any of which could be devastating to other players if someone cheats.Īt this point you're now not just talking about securing a variable. You're dealing with health, movement speed (already cracked in Fusionfall, from what I hear), player location, ammo count, weapon strength, inventory (which could contain a LOT of variables). Why I think I it would be better if the player had some security is that, with most MMOs, cheating does not just equal health. If UT knows of something like this for their player, it would be great to hear it from them.Ĭlick to expand.Shawn, I guess it depends on what you mean by "better". Shockwave wasn't designed this way for this reason it's actually just a side-effect of the dynamic variable assignment and lack of strict typing. With Shockwave for example, there's things the you can do via scripting to scramble the locations of variables in memory. Since they wrote the engine it would be much easier for them to tell us this than us doing trial-and-error approaches. At the very least UT could publish a document explaining techniques of what works, what doesn't. It's also a common problem to all games, which is why I think it makes more sense for the UT player to be secure rather than every developer having to home-brew their own safeguards again and again for every game. When we do it ourselves, there's a lot more overhead, and we have no idea of what's going under the hood, so it's kind of like trying to fix a leak in your roof when it's not raining. The reason I ask if UT has thought of it, is my thinking is that the lower level it's done, the faster it will be, and in theory harder to crack. That's partly why I'm asking: Doing it ourselves is something that should be thought out and implemented ahead of time, rather than going back and retrofitting code by finding every piece of code that checks the var and change it to a decrypt function. I am aware that we can do things like encrypt important vars ourselves. I've downloaded the Cheat Engine a few years ago and did their tutorial: they teach you how to find the real variables (vs the display one). Just wondering if UT has put any thought into this, and what the community's take on it is.īloodtiger: regardless of whether you have a display heath and a real health, if there's a single variable that controls health, and it stays in the same location in memory, then the Cheat Engine can find it. Apparently there's already hacks for fusionfall. I'm wondering if Unity does the same? It seems with Unity using Mono, it would be very easy and inevitable that someone could write a cheat engine type of program for Unity games. So my question is: Is it easy to hack a Unity game using things like "Cheat engine"? Are there ways to prevent it? I know there are methods you can use in Shockwave to constantly scramble the location of variables in memory which are quite effective in hampering tools like cheat engine. It seems that it's inevitable that it will happen. Or send spoofed communication packets across the network.Īgain, I want to point out that these weren't huge MMOs, they were small little sites, and the users weren't uber-hackers, they were using free programs. ![]() Well, from the beginning, players were using tools like "Cheat engine" (Google it) and whatnot to find where their health was stored in memory, so they could boost it. The reason I bring this up is I know several people who run boutique MMOs using Shockwave 3D. ![]() This is kind of a general question to ask about how difficult it is to hack a Unity game, and if there's any protection against it. ![]()
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