๐ The Problem
When shipping a traditional Unity build, the project structure (e.g., scene list, GameObject hierarchy, attached components and their values, ScriptableObject data, and other information) is stored in proprietary binary formats. Publicly available, automated readers (like AssetStudio or AssetRipper) use this data to statically unpack and extract individual assets or restore the full project.
๐ฆ What This Tool Does
It is designed to automatically ("plug and play", "import and forget") secure the core structural files generated by the Unity engine. Currently, you can selectively encrypt the following:
- "app.info" โ Basic project identifier details.
- "globalgamemanagers" โ Core project settings (PlayerSettings, InputManager, TagManager, GraphicsSettings, TimeManager, PhysicsManager, and others), including internal/read-only/hidden data like editor version or Unity license information.
- "globalgamemanagers.assets" โ Global startup assets and the central registry of scripts (MonoScript references). Used by rippers to map extracted code back to game objects.
- "levelN" (e.g., "level0", "level1", ...) โ Scene data. Contains a GameObject hierarchy, UI canvas layouts, lightmap settings, component values, etc.
- "resources.assets" โ Everything packed from the project's "Resources" folders. Often contains UI themes, fonts, scriptable objects, and dynamically loaded configuration files.
- "RuntimeInitializeOnLoads.json" โ Which scripts execute on startup.
- "ScriptingAssemblies.json" โ List of compiled DLLs used.
- "sharedassetsN.assets" (e.g., "sharedassets0.assets", "sharedassets1.assets", ...) โ Media files referenced by scenes (3D meshes, textures, materials, animator controllers, audio clips, etc.).
๐ชง What This Tool Does Not Do
To avoid confusion and ensure transparency, please note the intended scope of the asset:
- It does not encrypt Addressables, AssetBundles, or custom streaming assets. It is purpose-built to protect the "internal" engine files ("blueprints" to your project) mentioned above.
- We don't promise invincibility, as no software is immune to reverse engineering. The solution exists since mass data mining (or asset theft) is driven by the convenience of one-click automated rippers. The sole purpose of this tool is to move extraction from an automated task into a time-consuming activity.
- While in-game (gameplay) performance is not affected, the on-the-fly decryption introduces a mathematically unavoidable, minor CPU overhead, which can result in an increase of initial game startup or mid-scene asset loading times (random-access file I/O).
โ๏ธ Technical Requirements & Compatibility
Please ensure your project meets the following requirements before purchasing:
- This asset currently supports standalone Windows 64-bit (AMD64) hosts (2021.3 LTS, 2022.3 LTS, 6.0 LTS, 6.3 LTS) & builds exclusively (macOS, Linux, WebGL, and mobile platforms are automatically skipped/ignored when built).
- The IL2CPP scripting backend is required. Mfuscator is highly recommended for protecting your code alongside this tool.
- Digitally signing your final PEs with a valid Windows Code Signing Certificate (Authenticode) is required. This is an industry practice to build trust with Windows SmartScreen and prevent your players from experiencing false-positive AV flags caused by anti-tamper heuristics upon launching your game.
Failure to meet the requirements may render this asset unusable. The Windows code signing requirement may disappear in the future, but as of now, do not purchase this asset if you cannot fulfill it.
๐ Licensing Information
This product is licensed on a per-seat basis in accordance with the standard Unity Asset Store EULA.
- One license allows a single developer to install and use the tool on up to two of their computers.
- Every team member or external contractor who directly uses this asset on your project must have their seat license.
Please ensure you purchase the appropriate number of s
Description sourced from the Unity Asset Store listing.