This is a plugin related issue, but a little hint would be appreciated.
I'm currently changing Orc's variables to defend against memory cheating (using the anticheat toolkit).
abilityLevel.cs
Changed public int lvlpoints to obscuredInt type.
However, the field is not visible in the Orc editor window.
Perhaps it is because setData cannot pass a value to the field, or the variable is not serialized.
Since Orc's project uses a data object when it is saved/loaded, is the type not present and the related serialization is not done?
This is because I think I can protect against cheating if I can encrypt the data (buy price, lvlpoints etc..) set in the editor of Orc.
It may be difficult to answer, but even a little reply would be appreciated.
Since the processing logic for obscuredInt is not written, it seems that it is not displayed in the editor, and also saves/loads data.
In a field that is not displayed, I can put a value in that field in custom script (as it was retrieved from the server), but it will not be displayed in the editor.
I need this logic, but does this have to be solved with something like a your commission work?
Also, everything within the class that should be accessible in the editor and saved with settings needs to either be a basic value/class (e.g. int, string, bool, but also stuff like Vector3 or most Unity assets), or also implement the IBaseData interface.
Generally - why do you need to defend against memory cheating?
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So I want to use ork and actk together.
I want to make most of the variables obscuredInt, but it seems a bit difficult for me :(
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