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by kayoone
4444 days ago
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Unity runs well with a Scripting approach and for everybody where thats not enough, you can still get the full source license. I think Unity did it quite clever in that the engine itself is c/c++ and all the interfacing with the engine is done through C#/Mono. |
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Also, I found this comment from later in the thread really interesting about how easy it is for hackers to abuse the reversibility of managed (.NET) code. Granted, this could just be due to poor design on the developers part, but giving hackers that kind of insight into the games design cannot be helping anything.
So with that, This could be a unity issue, mono issue, or just the game developers issue. For background reasons, I am a local memory hacker, tho the reason I am here on UE is im teaching myself how to develop games not for hacking purposes. The game im going to talk about is the only game I know that is MP only and uses the unity engine. This game has one big problem when it comes to hackers, what we do is simply edit the .net dll's to manipulate the game, no hooking, no debugging, no working out functions in assembly, it also meant that we could reverse the source to pretty much 100% usable source - this resulted in the end user being able to change things like the user id to stop them being able to be banned. Un-Ban able hackers? its destroying this game. [1]
[1] - https://forums.unrealengine.com/showthread.php?2574-Why-C-fo...