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Permanent Solution For Hackers In Future Games
#1
I don't know if this is the right part of the forum for this, but I believe this solution or something similar would be extremely effective for preventing relentless hacking in future games if used.

The center of this approach utilizes two specific tools from the Unity Asset Store: Mfuscator and Warden. These tools work together to secure games built with IL2CPP (which probably includes the completed S:GC). It's a 2 layer defense: Mfuscator locks down the game’s internal files, and Warden acts as a security guard for the active game memory.

To understand why this works, you have to look at the script kiddies who ruined the S:W launch and ruined S:3 as a whole. Nearly every single one of them use automated programs to read the game's global-metadata.dat file. In a standard Unity build, this file essentially lists every variable and function in the code in a readable format. Mfuscator fixes this by encrypting the file and randomizing its internal structure. If a hacker tries to load the game into their usual tools, those tools will crash or output useless data.

This forces a cheater to manually analyze raw binary code just to find simple variables; a process that is exponentially more difficult and time-consuming than the current method. The willpower of a Slendytubbies hacker is strong, but it's not that strong.

Warden handles the second layer: runtime protection. It actively monitors the game to detect when a user tries to inject unauthorized code (DLLs) or modify memory values while playing. Since most hackers are just downloading pre-made injectors rather than writing their own code, Warden would detect and block these programs immediately.

Is this approach overkill? Maybe. But will it stop the hackers? Definitely. While it might not stop a loser with unlimited time, it raises the entry barrier from downloading a file you found on discord to advanced reverse engineering. This will filter out the 99% of bad actors who just want to ruin the fun, and if someone manages to hack the game through all of this... honestly, they earned it.
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#2
Honestly, I feel like this fits the "Slendytubbies" Channel/forum more. As it talks about well, ST3 multiplayer. But it can also count as discussing anti-cheating steps to do.
With (no need for) respect
Vel Heart
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#3
(12-03-2025, 06:13 PM)VelvetteSocialMediaQueen Wrote: Honestly, I feel like this fits the "Slendytubbies" Channel/forum more. As it talks about well, ST3 multiplayer. But it can also count as discussing anti-cheating steps to do.
Fair, but it's mostly abt preventing cheating as a whole, no matter what game. Either way, I already posted it Cry
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#4
cheaters no fun gang gang  Angry Angry
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#5
Gonna bump this up so more people see it.
[Image: aux.png]
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#6
actually, that is not a bad idea.
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#7
(01-10-2026, 04:42 PM)FanofSTSince2012 Wrote: actually, that is not a bad idea.
Hello do you know when the last time servers were online?

(12-01-2025, 11:08 PM)OverLord78 Wrote: I don't know if this is the right part of the forum for this, but I believe this solution or something similar would be extremely effective for preventing relentless hacking in future games if used.

The center of this approach utilizes two specific tools from the Unity Asset Store: Mfuscator and Warden. These tools work together to secure games built with IL2CPP (which probably includes the completed S:GC). It's a 2 layer defense: Mfuscator locks down the game’s internal files, and Warden acts as a security guard for the active game memory.

To understand why this works, you have to look at the script kiddies who ruined the S:W launch and ruined S:3 as a whole. Nearly every single one of them use automated programs to read the game's global-metadata.dat file. In a standard Unity build, this file essentially lists every variable and function in the code in a readable format. Mfuscator fixes this by encrypting the file and randomizing its internal structure. If a hacker tries to load the game into their usual tools, those tools will crash or output useless data.

This forces a cheater to manually analyze raw binary code just to find simple variables; a process that is exponentially more difficult and time-consuming than the current method. The willpower of a Slendytubbies hacker is strong, but it's not that strong.

Warden handles the second layer: runtime protection. It actively monitors the game to detect when a user tries to inject unauthorized code (DLLs) or modify memory values while playing. Since most hackers are just downloading pre-made injectors rather than writing their own code, Warden would detect and block these programs immediately.

Is this approach overkill? Maybe. But will it stop the hackers? Definitely. While it might not stop a loser with unlimited time, it raises the entry barrier from downloading a file you found on discord to advanced reverse engineering. This will filter out the 99% of bad actors who just want to ruin the fun, and if someone manages to hack the game through all of this... honestly, they earned it.
Sean PLZ try it.
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