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high rated
I came across this and thought it would be interesting to many people.

Not only the tool itself but all the information and the humour :D
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Dark_art_: I came across this and thought it would be interesting to many people.

Not only the tool itself but all the information and the humour :D
It would have been nicer it sent them a load of crap instead of a ping, all the time and clogged their underhand practices.
Post edited February 19, 2020 by Spectre
Actually rather informative.

Answered my question of the benefit of stub dlls over simple firewall blocking.
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Spectre: It would have been nicer it sent them a load of crap instead of a ping, all the time and clogged their underhand practices.
From the Github repo - literally the only string in any of my source code that it could possibly transmit is it's version, which is humourously set to "STOPMININGMYDATAUNITY1.0" - not bad :D
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This is good. When a game is still in development, be that as InDev or in the form of a beta version, it is very understandable that the game collects all kinds of data but after release that should STOP. Full stop.
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Themken: This is good. When a game is still in development, be that as InDev or in the form of a beta version, it is very understandable that the game collects all kinds of data but after release that should STOP. Full stop.
Well, not all kinds of data in my book and it should be consented by the user. However I do agree with you.

TBH, I do feel most "gamers" are not giving undisclosed telemetry stuff the attention it needs, so most companies won't cross the line.
Maybe I'll actually play some Unity based games with this. Maybe.

Then I just need to add the initially pinged unity server to my router blacklist to be rid of this nonsense.
Oh cool I see so many time UnityEngine.CrashReportingModule.dll it runs instantly when you start the game...
Thank you Dark_art_ !!
Dan sounds like a cool dude.
Is this also happening in games brought from GOG which use Unity? I am just thinking if the repeated failed pinging mentioned from disconnected internet is killing performance, then it should be something raised as a general ticket, it’s effectively destroying performance as a punishment for not sending them your information and hence an “online requirement”.
Just use a firewall. It will block more than just Unity telemetry.
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nightcraw1er.488: Is this also happening in games brought from GOG which use Unity? I am just thinking if the repeated failed pinging mentioned from disconnected internet is killing performance, then it should be something raised as a general ticket, it’s effectively destroying performance as a punishment for not sending them your information and hence an “online requirement”.
Wasn't that a issue with that game featuring Neo, Deus Ex Human Revolution?
Pretty sure there was a thread about it, although it doesn't use Unity.

Edit: found it https://www.gog.com/forum/deus_ex_human_revolution_directors_cut/crash_freeze_on_completion_of_first_takedown_or_successful_hack
Post edited June 03, 2021 by Dark_art_
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Dark_art_: I came across this and thought it would be interesting to many people.

Not only the tool itself but all the information and the humour :D
See, iv'e been saying this was the way to go.
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Themken: This is good. When a game is still in development, be that as InDev or in the form of a beta version, it is very understandable that the game collects all kinds of data but after release that should STOP. Full stop.
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Dark_art_: Well, not all kinds of data in my book and it should be consented by the user. However I do agree with you.

TBH, I do feel most "gamers" are not giving undisclosed telemetry stuff the attention it needs, so most companies won't cross the line.
Look how the average gamer handles excessive cosmetic DLC, DRM, and other issues that are at the fore.

But, hey, look how people handle things like facebook where we all know all the things that're going on from censorship to handling of private information. The fun thing is, it's actually pretty easy to put a complete end to it if anyone cared enough. An open source project that maintained a hook into gethostbyname could keep ahead of the analytics.
Post edited June 03, 2021 by kohlrak
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nightcraw1er.488: Is this also happening in games brought from GOG which use Unity? I am just thinking if the repeated failed pinging mentioned from disconnected internet is killing performance, then it should be something raised as a general ticket, it’s effectively destroying performance as a punishment for not sending them your information and hence an “online requirement”.
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Dark_art_: Wasn't that a issue with that game featuring Neo, Deus Ex Human Revolution?
Pretty sure there was a thread about it, although it doesn't use Unity.

Edit: found it https://www.gog.com/forum/deus_ex_human_revolution_directors_cut/crash_freeze_on_completion_of_first_takedown_or_successful_hack
Thanks. I suppose it was to be expected.