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As others have said, there is no real protection for your assets. That doesn't mean you have to push them out there totally unprotected, though. Having your own internal format for your assets is pretty useful or even necessary in the long run anyway. If you have your own file format that is not easy to open in content creation tools then it serves just as ...


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Sometimes resources seem inaccessible because the devs used customized or proprietary formats, I.E. appending sound effects to the end of sprite image file. Keep in mind while it's possible to obfuscate the resources, but you can't fully protect them. Even if encrypted, your game will need to decrypt them before use & will need the key. If the key is in ...


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I'm not particularly knowledgeable in the field of encryption and data storage, >so I may be overlooking something obvious but I would like to know how exactly I >could achieve something similar. I don't know a ton of stuff about encryption or advanced data storage either. :) However, one relatively simple way to protect the program assets would be to ...


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If you try to use a variable or something that is null, Unity will print an Error to its console saying something along the lines of: "Object reference not set to instance of an object" At which point Unity will breaks out of the method it is running and the exception is passed to the calling method. What this means in practice is that if you cause an ...


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Either you weren't seeing the error, or you were experiencing a bug. The documentation for Resources.Load says: Returns the asset at path if it can be found otherwise returns null. I'd expect you'd have a null pointer exception with the second line in your code block bullet.transform.position. Since you weren't getting a null pointer, apparently ...



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