The Anti-Cheat Audit is a fixed-scope review of your Unity game: a threat assessment for your title, a review of your anti-cheat, and a hardening roadmap. I've built Anti-Cheat Toolkit since 2013, and I do the audit myself.
A clear picture of how your game gets cheated today and what to do about it.
Help after the audit, or on the rest of your Unity project.
No client-side tool makes a game 100% cheat-proof. Good client-side protection raises the cost of cheating far above what casual and semi-serious cheaters will pay, and stops the memory editors, save-file hacks, speedhacks and injectors that ruin most leaderboards. A server-authoritative game facing determined attackers still needs checks on the server. The audit tells you which of the two your game is missing.
Anti-Cheat Toolkit: ★ 5.0 from 375 reviews on the Asset Store, shipping since 2013.
Three things, in a fixed scope: a threat assessment for your title, a review of the anti-cheat you already have, and a concrete hardening roadmap you can work through with or without me.
No, and nobody honest will promise that. Client-side protection raises the cost of cheating above what casual and semi-serious cheaters will pay. Competitive games pair it with server-side checks, and the roadmap says where yours need them.
I do, personally. I'm Dmitry Yuhanov, and I've built Anti-Cheat Toolkit, a client-side anti-cheat for Unity, since 2013.
Yes. Most games aren't fully server-authoritative, and the client is where the cheating actually happens. That's the part the audit looks at.
Yes. I also consult on Unity performance and project health, scoped to what your project needs.
Tell me what you're working on and what "better" would look like. I'll reply with whether I can help and how we'd start. The price depends on the scope, so we agree on it once we know what the work is.