IL2CPP security ๐Ÿ”, Unity Sign-in ๐Ÿ”‘, Unreal VCS ๐Ÿ”€


Engines and Rendering ๐ŸŽฎ

Fenris Creations is adding CORTAO ambient occlusion to its open-source Carbon engine

Fenris Creations is adding Daniel Ishedenโ€™s CORTAO ambient occlusion technique to its open-source Carbon engine. It traces up to 32 rays per pixel using only on-screen information; Isheden claims improved accuracy and performance. Two open-source versions are planned: an MIT-licensed reference implementation and a Carbon version tailored to Eve Onlineโ€™s large depth ranges. Fenris also delayed open-sourcing Carbonโ€™s tools from late 2026 to the first quarter of 2027 to develop a plugin extension architecture.

Unity Tools and Security ๐Ÿ”ง

Unity IL2CPP builds can still be reverse engineered

GAMEDEV ENGINE ROOM explains that Unityโ€™s IL2CPP backend makes reverse engineering harder but does not prevent it: metadata describing types, methods and fields can help tools such as Ghidra analyze compiled code. This does not automatically recover a working Unity project. The video argues that AI can reduce the effort involved and recommends obfuscation that avoids performance costs and moving sensitive logic to an authoritative server, while emphasizing that code distributed to players cannot be fully protected.

Google releases open-source Unity sign-in plugin for Android and iOS

Google has released an open-source Sign in with Google plugin for Unity 6.5, available on GitHub for Android and iOS. It uses Androidโ€™s Credential Manager and Googleโ€™s GIDSignIn SDK on iOS, with configuration through the Unity Editor. The plugin replaces an older implementation that had compatibility problems with modern Android tools. It retrieves signed Google ID tokens for Firebase Authentication, Supabase, Auth0 or custom backends, but does not provide a complete player account management service.

Version Control and AI Workflows ๐Ÿค–

Diversion demonstrates version control and AI-assisted workflows for Unreal Engine

Diversionโ€™s Arturo demonstrates an Unreal Engine version-control workflow using background cloud syncing, feature branches and Claude Code to create a C++ character controller, commit changes and merge them into the main branch. The Epic AI MegaJam session also covers file locking, Git and Perforce imports, and bidirectional GitHub syncing. Diversion runs on Windows, macOS and Linux, with a free Unreal Engine plugin on Fab. Arturo emphasizes checking AI-generated results and providing explicit instructions for conflict resolution.

Multiplayer Design and Longevity ๐ŸŒ

BisectHosting founders discuss multiplayerโ€™s role in game sales and longevity

BisectHosting co-founders Max and Andrew argue that multiplayer can increase game sales through friend recommendations and extend a gameโ€™s lifespan. In a GameMakers interview, they identify community-made multiplayer mods and repeated co-op requests as demand signals, suggesting community conversations, prototype testing and sign-ups to assess interest. They emphasize quick, reliable setup and community servers or a transition plan for ending official hosting, while cautioning that multiplayer may not suit games built around solitude or personal narrative choices.

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