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2026-06-12 10:11:36 +08:00
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#if UNITY_EDITOR
// System
using System;
using System.Linq;
// Unity
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEditor.UnityLinker;
namespace OPS.Obfuscator
{
public class BuildPostProcessor : IPreprocessBuildWithReport, IFilterBuildAssemblies, IPostBuildPlayerScriptDLLs, IUnityLinkerProcessor, IPostprocessBuildWithReport
{
// Defines if an Obfuscation Process took place.
private static bool hasObfuscated = false;
public int callbackOrder
{
get { return int.MaxValue; }
}
private static OPS.Obfuscator.Editor.Settings.Unity.Editor.EditorSettings PrepareEditorSettings()
{
OPS.Obfuscator.Editor.Settings.Unity.Editor.EditorSettings var_EditorSettings = new Editor.Settings.Unity.Editor.EditorSettings();
return var_EditorSettings;
}
private static OPS.Obfuscator.Editor.Settings.Unity.Build.BuildSettings PrepareBuildSettings(BuildReport _Report)
{
OPS.Obfuscator.Editor.Settings.Unity.Build.BuildSettings var_BuildSettings = new Editor.Settings.Unity.Build.BuildSettings();
var_BuildSettings.IsDevelopmentBuild = UnityEditor.EditorUserBuildSettings.development;
var_BuildSettings.BuildTarget = UnityEditor.EditorUserBuildSettings.activeBuildTarget;
var_BuildSettings.BuildTargetGroup = UnityEditor.EditorUserBuildSettings.selectedBuildTargetGroup;
var_BuildSettings.UnityBuildReport = _Report;
var_BuildSettings.IsIL2CPPBuild = PlayerSettings.GetScriptingBackend(UnityEditor.EditorUserBuildSettings.selectedBuildTargetGroup) == ScriptingImplementation.IL2CPP;
var_BuildSettings.IsCompressed = !typeof(UnityEditor.EditorUserBuildSettings).GetMethod("GetCompressionType", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static).Invoke(null, new object[] { UnityEditor.EditorUserBuildSettings.selectedBuildTargetGroup }).ToString().Equals("None");
var_BuildSettings.BuildIntoProject = (UnityEditor.EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneOSX && UnityEditor.EditorUserBuildSettings.GetPlatformSettings("OSXUniversal", "CreateXcodeProject").Equals("true"))
|| (UnityEditor.EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneWindows && UnityEditor.EditorUserBuildSettings.GetPlatformSettings("Standalone", "CreateSolution").Equals("true"))
|| (UnityEditor.EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneWindows64 && UnityEditor.EditorUserBuildSettings.GetPlatformSettings("Standalone", "CreateSolution").Equals("true"))
|| (UnityEditor.EditorUserBuildSettings.activeBuildTarget == BuildTarget.StandaloneLinux64 && UnityEditor.EditorUserBuildSettings.GetPlatformSettings("Standalone", "CreateSolution").Equals("true"));
return var_BuildSettings;
}
public void OnPreprocessBuild(BuildReport _Report)
{
// Settings
OPS.Obfuscator.Editor.Settings.Unity.Editor.EditorSettings var_EditorSettings = PrepareEditorSettings();
OPS.Obfuscator.Editor.Settings.Unity.Build.BuildSettings var_BuildSettings = PrepareBuildSettings(_Report);
// Init
OPS.Obfuscator.Editor.Obfuscator.Init();
hasObfuscated = false;
try
{
// Pre Build
OPS.Obfuscator.Editor.Obfuscator.Singleton.PreBuild(var_EditorSettings, var_BuildSettings);
}
catch (Exception e)
{
UnityEngine.Debug.LogError("[OPS] Error: " + e.ToString());
}
}
public string[] OnFilterAssemblies(BuildOptions _BuildOptions, string[] _Assemblies)
{
// Return all assemblies - Filtered with build.
return _Assemblies;
}
public void OnPostBuildPlayerScriptDLLs(BuildReport _Report)
{
if (!hasObfuscated)
{
if (BuildPipeline.isBuildingPlayer && !EditorApplication.isPlayingOrWillChangePlaymode)
{
try
{
UnityEditor.EditorApplication.LockReloadAssemblies();
// Settings
OPS.Obfuscator.Editor.Settings.Unity.Editor.EditorSettings var_EditorSettings = PrepareEditorSettings();
OPS.Obfuscator.Editor.Settings.Unity.Build.BuildSettings var_BuildSettings = PrepareBuildSettings(_Report);
// Obfuscate
OPS.Obfuscator.Editor.Obfuscator.Singleton.PostAssemblyBuild(var_EditorSettings, var_BuildSettings);
hasObfuscated = true;
}
catch (Exception e)
{
UnityEngine.Debug.LogError("[OPS] Error: " + e.ToString());
}
finally
{
UnityEditor.EditorApplication.UnlockReloadAssemblies();
}
}
}
}
public string GenerateAdditionalLinkXmlFile(BuildReport _Report, UnityLinkerBuildPipelineData _Data)
{
if (hasObfuscated)
{
try
{
// Settings
OPS.Obfuscator.Editor.Settings.Unity.Editor.EditorSettings var_EditorSettings = PrepareEditorSettings();
OPS.Obfuscator.Editor.Settings.Unity.Build.BuildSettings var_BuildSettings = PrepareBuildSettings(_Report);
// Post Build
OPS.Obfuscator.Editor.Obfuscator.Singleton.PostAssetsBuild(var_EditorSettings, var_BuildSettings);
}
catch (Exception e)
{
UnityEngine.Debug.LogError("[OPS] Error: " + e.ToString());
}
}
return null;
}
#if UNITY_2021_2_OR_NEWER
#else
public void OnBeforeRun(BuildReport report, UnityLinkerBuildPipelineData data)
{
}
public void OnAfterRun(BuildReport report, UnityLinkerBuildPipelineData data)
{
}
#endif
public void OnPostprocessBuild(BuildReport _Report)
{
if (hasObfuscated)
{
try
{
// Settings
OPS.Obfuscator.Editor.Settings.Unity.Editor.EditorSettings var_EditorSettings = PrepareEditorSettings();
OPS.Obfuscator.Editor.Settings.Unity.Build.BuildSettings var_BuildSettings = PrepareBuildSettings(_Report);
// Post Build
OPS.Obfuscator.Editor.Obfuscator.Singleton.PostBuild(var_EditorSettings, var_BuildSettings);
}
catch (Exception e)
{
UnityEngine.Debug.LogError("[OPS] Error: " + e.ToString());
}
}
}
}
}
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{
"name": "OPS.Obfuscator",
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OPS.Obfuscator.Attribute
{
/// <summary>
/// Add this to a Class, so the whole class with all its content will not get obfuscated!
/// But still its Method Bodys (String Obfuscation, Random Code generation ...)
/// To not obfuscate Method Bodys too, add an additional Attribute: DoNotObfuscateMethodBodyAttribute to the classes or the specific methods.
/// </summary>
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Interface | AttributeTargets.Struct)]
public class DoNotObfuscateClassAttribute : System.Attribute
{
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
#if Obfuscator_Free
#else
namespace OPS.Obfuscator.Attribute
{
/// <summary>
/// Add this to an Class, to disallow fake code adding! Or to disallow using the class to create new fake classes basing on it!
/// </summary>
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Interface | AttributeTargets.Struct)]
public class DoNotUseClassForFakeCodeAttribute : System.Attribute
{
}
}
#endif
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OPS.Obfuscator.Attribute
{
/// <summary>
/// Add this to an Class, Field, Method, whatever and its name will not get renamed (obfuscated)!
/// </summary>
[AttributeUsage(AttributeTargets.All)]
public class DoNotRenameAttribute : System.Attribute
{
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
#if Obfuscator_Free
#else
namespace OPS.Obfuscator.Attribute
{
/// <summary>
/// Add this to an Class to skip obfuscation of all Method Bodys, or to an specific Method to skip its Method Body.
/// String Obfuscation, Random Code generation, ... are part of the Method Body obfuscation.
/// </summary>
[AttributeUsage(AttributeTargets.Class | AttributeTargets.Method)]
public class DoNotObfuscateMethodBodyAttribute : System.Attribute
{
}
}
#endif
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OPS.Obfuscator.Attribute
{
/// <summary>
/// Do not use! Gets attached to not obfuscated members in developments builds.
/// </summary>
[AttributeUsage(AttributeTargets.All)]
public class NotObfuscatedCauseAttribute : System.Attribute
{
#pragma warning disable
public NotObfuscatedCauseAttribute(String _Cause)
{
}
#pragma warning restore
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace OPS.Obfuscator.Attribute
{
/// <summary>
/// Add this to class members to obfuscate them anyway with a new name '_ObfuscateTo', although the settings did not allow to.
/// For example if you do not want to obfuscate all public methods beside some specific.
/// </summary>
[AttributeUsage(AttributeTargets.Method | AttributeTargets.Field | AttributeTargets.Property | AttributeTargets.Event)]
public class ObfuscateAnywayAttribute : System.Attribute
{
#pragma warning disable
private string obfuscateTo;
public ObfuscateAnywayAttribute(String _ObfuscateTo)
{
this.obfuscateTo = _ObfuscateTo;
}
#pragma warning restore
}
}
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**Special Offer: Write a review for Obfuscator Pro and write an email to guardingpearsoftware@gmail.com and win 1 of 10 copies of Obfuscator Source!**
== Description ==
GuardingPearSoftwares Obfuscator was developed to increase your software
and game security, especially for applications built with Unity.
Its main objective is to conceal your own proprietary source code, and
third party compiled dotNet assemblies as well. We support all known platforms,
whether standalone or embedded.
== How To ==
The Obfuscator runs, when activated (is the default), automatically at
build time. Directly after Unity generates the build target specific
assemblies (*.dll), generated at Library\ScriptAssemblies, the Obfuscator
applies to them.
== Settings ==
The Obfuscator comes with a "Settings" window allowing to specify exactly and
user friendly which assemblies should be obfuscated and what features should apply
to them. You can find it in the Unity Editor Menu OPS->Obfuscator->Settings.
== Error Stack Trace ==
To still be able to debug or understand obfuscated error logs, the Obfuscator
comes with a "Error Stack Trace" window. Here you can load a mapping file (you
have to activate it in the settings) and enter a obfuscated stack trace.
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