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TNet 3 Support / Re: Preventing Cheating
« on: February 02, 2015, 08:08:56 PM »
Hey guys!
Thanks for mentioning my Anti-Cheat Toolkit here. I know this topic is outdated a bit, but I'd like to shed some light on the ACTk application for any further visitors of this thread.
In first place, it was developed as a fast and easy solution against main type of cheaters - they use Cheat Engine and other tools to look up for variables in memory, they edit registry on windows to cheat PlayerPrefs, they use Cheat Engine's speedhack etc. And it does this job very well as I can see from customers response.
ACTk can be used as part of something more advanced since it provides simple tools to encrypt your data and a good code base to your own advanced solutions.
But ACTk itself is not a tool against advanced cheaters who will edit your IL bytecode, who will reverse-engineer encryption algos, who will use native or root level hacks to cheat Unity Player itself, etc.
So, if you're developing game with some server-based logic and you need robust anti-cheat solution - I'd suggest to not trust client at all, making lot of additional checks on the server side. ACTk still could increase cheater's effort to do his dirty job though.
But if you have no server support in your game ACTk will save you lot of time you possibly would spend on developing own similar anti-cheat solution anyway to get rid of lots cheated results in your highscore tables.
I hope this explanation will help someone to make right decisions while thinking on anti-cheat solution for some specific game.
Thanks for mentioning my Anti-Cheat Toolkit here. I know this topic is outdated a bit, but I'd like to shed some light on the ACTk application for any further visitors of this thread.
In first place, it was developed as a fast and easy solution against main type of cheaters - they use Cheat Engine and other tools to look up for variables in memory, they edit registry on windows to cheat PlayerPrefs, they use Cheat Engine's speedhack etc. And it does this job very well as I can see from customers response.
ACTk can be used as part of something more advanced since it provides simple tools to encrypt your data and a good code base to your own advanced solutions.
But ACTk itself is not a tool against advanced cheaters who will edit your IL bytecode, who will reverse-engineer encryption algos, who will use native or root level hacks to cheat Unity Player itself, etc.
So, if you're developing game with some server-based logic and you need robust anti-cheat solution - I'd suggest to not trust client at all, making lot of additional checks on the server side. ACTk still could increase cheater's effort to do his dirty job though.
But if you have no server support in your game ACTk will save you lot of time you possibly would spend on developing own similar anti-cheat solution anyway to get rid of lots cheated results in your highscore tables.
I hope this explanation will help someone to make right decisions while thinking on anti-cheat solution for some specific game.
