u/FIASCK0
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11points
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5points
What are your best practices to make reverse engineering harder in Unity games? (self.unity) [Question]
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260points
Maybe I’m the next Archangel of Wisdom (i.redd.it) [Discussion]
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Maybe I’m the next Archangel of Wisdom (i.redd.it)
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55points
Maybe I’m the next Archangel of Wisdom (i.redd.it) [Art | Fan Creations]
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1points
Welcome to r/GoblukOnSteam! (self.GoblukOnSteam)
FIASCK0
FIASCK0
Excuse me? I think it’s a valid question and that following good practices is important, especially nowadays. I know very well that nothing is 100% secure. I’m simply curious to see what other developers are doing.
I don’t think my code or anyone else’s code is necessarily worthless, and I believe that making reverse engineering harder for less experienced people can already be worthwhile.
That being said, I agree with everyone here that with the right tools and knowledge, there’s not much stopping someone from reverse engineering a game, unless you keep the sensitive logic on a server.
FIASCK0
Some stuff during compilation remove comments like IL2CPP if am not wrong
FIASCK0
Nice enjoy !!
FIASCK0
What
FIASCK0
Dont kill THE dragon
FIASCK0
Ahaha true
FIASCK0
Thx my lord
FIASCK0
TD
FIASCK0
No, sorry ordered it through a local library
FIASCK0
Oh thx my lord !!
FIASCK0
Yeah !!
FIASCK0
Yeah, the Book of Cain is really cool, but they all have that handwritten style and some really beautiful illustrations!
FIASCK0
Nice ! Now do the duplicate glitch
FIASCK0
Nice !
FIASCK0
Nice !!!
FIASCK0
Nice !
FIASCK0
Hi I just want to know How you see this ? Not on Xbox yet right ?
FIASCK0
Merge and blade !
Good point