Asset Encryption: Secure Data & Resources OFFICIAL SALE


📄 The Problem

When shipping a traditional Unity build, the project structure (e.g., scene list, GameObject hierarchy, attached components and their values, ScriptableObject data, and other information) is stored in proprietary binary formats. Publicly available, automated readers (like AssetStudio or AssetRipper) use this data to statically unpack and extract individual assets or restore the full project.


📦 What This Tool Does

It is designed to automatically ("plug and play", "import and forget") secure the core structural files generated by the Unity engine. Currently, you can selectively encrypt the following:


  • "app.info" — Basic project identifier details.
  • "globalgamemanagers" — Core project settings (PlayerSettings, InputManager, TagManager, GraphicsSettings, TimeManager, PhysicsManager, and others), including internal/read-only/hidden data like editor version or Unity license information.
  • "globalgamemanagers.assets" — Global startup assets and the central registry of scripts (MonoScript references). Used by rippers to map extracted code back to game objects.
  • "levelN" (e.g., "level0", "level1", ...) — Scene data. Contains a GameObject hierarchy, UI canvas layouts, lightmap settings, component values, etc.
  • "resources.assets" — Everything packed from the project's "Resources" folders. Often contains UI themes, fonts, scriptable objects, and dynamically loaded configuration files.
  • "RuntimeInitializeOnLoads.json" — Which scripts execute on startup.
  • "ScriptingAssemblies.json" — List of compiled DLLs used.
  • "sharedassetsN.assets" (e.g., "sharedassets0.assets", "sharedassets1.assets", ...) — Media files referenced by scenes (3D meshes, textures, materials, animator controllers, audio clips, etc.).

🪧 What This Tool Does Not Do

To avoid confusion and ensure transparency, please note the intended scope of the asset:


  • It does not encrypt Addressables, AssetBundles, or custom streaming assets. It is purpose-built to protect the "internal" engine files ("blueprints" to your project) mentioned above.
  • We don't promise invincibility, as no software is immune to reverse engineering. The solution exists since mass data mining (or asset theft) is driven by the convenience of one-click automated rippers. The sole purpose of this tool is to move extraction from an automated task into a time-consuming activity.
  • While in-game (gameplay) performance is not affected, the on-the-fly decryption introduces a mathematically unavoidable, minor CPU overhead, which can result in an increase of initial game startup or mid-scene asset loading times (random-access file I/O).

⚙️ Technical Requirements & Compatibility

Please ensure your project meets the following requirements before purchasing:


  • This asset currently supports standalone Windows 64-bit (AMD64) hosts (2021.3 LTS, 2022.3 LTS, 6.0 LTS, 6.3 LTS) & builds exclusively (macOS, Linux, WebGL, and mobile platforms are automatically skipped/ignored when built).
  • The IL2CPP scripting backend is required. Mfuscator is highly recommended for protecting your code alongside this tool.
  • Digitally signing your final PEs with a valid Windows Code Signing Certificate (Authenticode) is required. This is an industry practice to build trust with Windows SmartScreen and prevent your players from experiencing false-positive AV flags caused by anti-tamper heuristics upon launching your game.

Failure to meet the requirements will render this asset unusable. The Windows code signing requirement may disappear in the future, but as of now, do not purchase this asset if you cannot fulfill it.


📑 Licensing Information

This product is licensed on a per-seat basis in accordance with the standard Unity Asset Store EULA.


  • One license allows a single developer to install and use the tool on up to two of their computers.
  • Every team member or external contractor who directly uses this asset on your project must have their seat license.

Please ensure you purchase the appropriate number of seats to cover your development team and remain in compliance.


If you represent an established studio (10+ developers) and require a trial version to verify compatibility before entering the procurement phase, please contact us at knight@mew.icu from your corporate email domain. We can arrange a temporary evaluation license.


The source code for the native binaries is proprietary and not available for sale to maintain effectiveness for all parties.


📧 Support & Maintenance

This tool is in active development. If you need help with your initial setup, would like to request a feature, or report a bug, we are willing to help. You are more than welcome to reach out to us via help@mew.icu or join our Discord community.