i know this has been asked many times over many forums, but the motive was always to prevent 'hacking/pirating/reselling/cheating'. I accept these things, I know they will happen no matter what I do. It already happened to one of my own previous games. However, my goal is not to prevent any of those things. Let them happen. What I want is to protect my c# code and make it impossible to view. My project is based solely on code, with only 1 gameobject in the scene and 3 monobehaviors on it. The code uses lots of reflection, but very few Unity api calls. Code base is in the low tens of thousands of lines. From what I understand reading other threads, obfuscating code that uses a lot of Unity api and reflections is going to either not hide the part of the code concerned, or it will introduce bugs or will make it slower. However this asset right here https://assetstore.unity.com/packages/tools/utilities/obfuscator-48919#reviews Claims that it has consistent naming across builds and platforms. Does that mean that reflection will also be obfuscated and still work? My only targeted platform is Windows. I've also learned about the existence of 'deobfuscators' recently. Does anyone know if that asset above falls for that? All in all, is it possible to *guarantee* that the source code won't be visible to the naked eye after delivered to a client machine, ever?