How to start
This page gets AntiCheat into your project. After that, pick a guide for the cheat you care about.
Step 1 - Install
Get AntiCheat Free or AntiCheat Pro from the Asset Store and import it.

The AntiCheat folder after import.
The files live under Assets/GUPS/AntiCheat:
- Demos are small scenes that show a cheat with and without protection.
- Resources holds the monitor prefab and the settings asset.
- Plugins holds the Android and iOS libraries used by Pro.
- Read_Me.md is a local copy of the start notes. Version_History.md lists what changed in each version.
| Demo | What you see | Free | Pro |
|---|---|---|---|
| Demo_Memory | A score you can try to edit in memory | + | + |
| Demo_DataChain | An ordered score that notices a rewritten entry | + | |
| Demo_GameTime | A clock you speed up with an external speed hack | + | |
| Demo_DeviceTime | A calendar. Change the date in the operating system | + | |
| Demo_AutoClick | Two players, and an auto clicker on one gamepad | + | |
| Demo_Android | Store, signature, and cheat-app checks | + |
Each demo folder has its own ReadMe.
Step 2 - Project settings
Open Edit > Project Settings > GuardingPearSoftware > AntiCheat.

AntiCheat settings in the Unity Project Settings window.
There are four tabs. Global is for settings that apply on every platform. Desktop, Android, and iOS are each for that platform only. You only need the tab for the check you turn on. The guides in step 4 walk through those options.
Note
Verify development builds is off on Desktop, Android, and iOS. While it is off, those detectors skip the Editor and development builds so they do not fire while you work.
Step 3 - Add the monitor
The AntiCheat-Monitor is the object that collects detections and runs punishers. Add it once, in the first scene. It stays loaded when you change scenes.
Prefab (recommended). Drag Anti Cheat Monitor from Assets/GUPS/AntiCheat/Resources/Prefabs into that scene.

Drag the Anti Cheat Monitor prefab into the first scene.
The prefab already contains the usual detectors: memory, game time, device time, input, mobile package name, both Android detectors, iOS jailbreak, mod loader, and virtual machine. The debugger is not on the prefab. Add that component yourself if you need it.
Manual. Create an empty GameObject and add the AntiCheatMonitor component.

Add the AntiCheatMonitor component.

The monitor lists what is watching, what can detect a cheat, and what can react.
More detail: Getting started.
Step 4 - Pick a cheat to stop
| If the player can... | Read this |
|---|---|
| Edit score or health in memory | Memory protection |
| Edit a save file | Saved data |
| Speed the whole game up | Speedhacks |
| Move the device date | Device clock |
| Use an auto clicker | Auto clickers |
| Share or edit an Android app | Protecting an Android build |
| Install a cheat app on Android | Cheat apps on Android |
| Run the game on a jailbroken iPhone or iPad | Jailbroken iOS devices |
| Use a debugger, mod loader, or virtual machine on desktop | Protecting a desktop build |
| Cheat and nothing happens | React or Punish |
React when a cheat is found
The monitor turns detector reports into one threat score. You can react in three ways.
Punisher. Drop a prefab from Assets/GUPS/AntiCheat/Resources/Prefabs/Punishers under the monitor. It runs when the score reaches its limit.

Built-in punisher prefabs.
Inspector. On a detector, add a function to On Cheating Detection Event. It runs when that detector finds a cheat.

Inspector callbacks on a detector.
Code. Subscribe to the detector:
var detector = AntiCheatMonitor.Instance.GetDetector<MobileGenuineDetector>();
detector.Subscribe(myObserver);
Guides: Reacting to cheating and Punishing cheaters.