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How to use cheat engine on unity games9/15/2023 Also extremely difficult to do on peer-to-peer games, but there are ways to limit knowledge between peers. For high-speed action games this can be extremely difficult - especially now that real-time shadows and such are the norm, where the user may need to be able to see a shadow even if the player's body is visible - but it should always be at the top of your options. if a client doesn't know the position of a player that is hidden behind a wall, a wall hack won't do the user any good. Perform all actions on the server, and only give the client as much knowledge as is necessary to render what he should be able to see on the screen at any given time. I would be careful about doing some of this stuff on casual games since if your game is not stable there is the potential for causing problems with their system.ฤก) Where possible, "Never Trust the Client" is your safest principle to adhere to. These were mostly done for anti-cheat systems on tournament games, where money is at stake, and certain levels of intrusion on the user's system is considered acceptable. Your users bought the game, they should be able to cheat if they want to, as long as they're not playing against others. I don't think you should do anything to stop cheating on single player games. I opened this wiki, to discuss more another cheating techniques and the way to avoid them. But there is of course more cheating techniques. These tricks sorted out the most cheaters. (a friend told me this, I haven't tested it yet.) To sort out Cheat Engine at all, just check: if (OpenFileMapping(FILE_MAP_READ,false,'CEHYPERSCANSETTINGS')!=0) Memory corruptions can be sorted out by keeping a hashed copy somewhere and moving it always and always rehashing it by a random value. I just tracking the time()-GetTickCount() value and if the difference changes there is cheating. I sorted out speedhackers by the following simple trick. They were only scriptkiddies who used cheat engine and tried speedhacks and memory hacks. I made my own p2p game and some time later cheaters appeared. When the game is based on completely a server-client architechture, the job is almost done I think, but there is also wall hacks or something else. I don't think only the mmo multiplayer games but also singleplayer or "home-brewed" p2p mp games too. If you are writing a game you should think about cheaters and how to prevent them from cheating.
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