Short answer
GuardingPearSoftware Obfuscator Pro costs $79.99 (one-time purchase). It includes symbol renaming, string obfuscation, fake code injection, method control flow, anti-tamper checks and more hardening features. It runs directly inside your Unity build pipeline and patches your game assets when it renamesMonoBehaviour classes and other serialized types.
Eazfuscator.NET offers renaming, string encryption, control flow, and code virtualization. A single developer license is $399 perpetual (1 year of updates, then $99 to renew). A site license is $1,699 ($419 to renew). The single-dev license caps CPU cores at 16. There is no Unity asset patcher and no full licensing API.
In simple words:
- Choose GuardingPearSoftware Obfuscator for Unity games.
- Choose Eazfuscator.NET for a normal .NET app where you want virtualization with almost no extra build UI.
Quick comparison
| Topic | GuardingPearSoftware Obfuscator | Eazfuscator.NET |
|---|---|---|
| Vendor | GuardingPearSoftware | Gapotchenko |
| Based in | Germany | Ukraine |
| Main focus | Unity games | .NET SDK / Visual Studio |
| Price | $79.99 one-time | $399 or $1,699 |
| Integration | Unity build pipeline | NuGet and attributes |
| Deterministic builds | Yes | Site license feature |
| Unity prefab patching | Yes | No |
| String obfuscation | Yes | Yes |
| Control flow | Yes | Yes |
| Virtualization | No | Yes |
| Homomorphic encryption | No | Yes |
| Anti-tamper | Yes | No |
| Watermarking | Yes | No |
| Best fit | From Indie to Enterprise Studio | C# app teams |
What GuardingPearSoftware Obfuscator does
GuardingPearSoftware Obfuscator is a Unity cybersecurity asset. After you enable it, protection runs when you press Build. You do not export a DLL, open a second Windows GUI, then copy files back. The same hooks fire for a customBuildPipeline.BuildPlayer script and for cloud builders that run a normal Unity player build.
The package can rename namespaces, classes, methods, fields, properties, and events. And also rename the Unity types that most generic tools skip: MonoBehaviour, ScriptableObject, and Playable classes. After the rename pass, it updates scenes, prefabs, and other assets that still store those names.
Unity stores a lot of meaning as text. A button in the Inspector may keep the method name it should call. An animation event may keep a string. A serialized field on a component keeps its field name. Addressable bundles can keep script references too. Obfuscator has compatibility settings for those cases: Inspector values, UnityEvents, animation events, reflection and coroutines, UI Toolkit, and Addressables (JSON and binary catalogs, custom local or remote paths, and Addressable Shield on Unity 6 and newer).
It also hides strings, adds random fake code, and can suppress simple ILDasm inspection. Mono builds can get control flow and assembly signing. Standalone builds can get integrity checks. Mapping files stay available so crash logs are still readable after release. A Free tier exists if you want to test the pipeline first. MonoBehaviour and namespace renaming are Obfuscator Pro features.
The tool stays local. You do not send the game to a cloud protector. Because it runs inside Unity and Tuanjie, it works on any platform where those editors run, including Windows, macOS, and Linux build machines.
What Eazfuscator.NET does
Eazfuscator is known for a quiet workflow. You installGapotchenko.Eazfuscator.NET, and Release builds get protected. Settings live in C# attributes, not a second GUI if you do not want one.
Feature notes from public pages:
- Full lexical obfuscation
- String encryption
- Control flow
- A custom VM that can change its instruction set per run
- Claims around homomorphic-style work on encrypted values
- Resource encryption and compression
- Assemblies merging and embedding
- Deterministic obfuscation on the site license
The biggest difference
Eazfuscator is a polished .NET developer tool. GuardingPearSoftware Obfuscator is a polished Unity developer tool. Virtualization can hide a payment formula in a desktop app. It will not fix a missing script on a prefab if the class name changed and the scene file did not. A renamedPlayerHealth on a prefab that still says PlayerHealth in the scene is still easy to find. Unity tools that patch assets attack that problem. Eazfuscator has no such pass.
If you run it on a Unity assembly, it can rename your MonoBehaviour classes in the DLL. It cannot update your binary scene files, prefab assets, or Addressables bundles. When you launch the game, Unity reports missing script errors and your game objects break.
To avoid that, you must exclude every MonoBehaviour, ScriptableObject, serialized field, and UnityEvent callback. That leaves your most important game logic exposed with plain names.
Why Unity-aware renaming matters
Unity does not only compile C#. It also saves type names and member names inside assets. That is how the Inspector, scenes, and prefabs keep working after you close the Editor.If a generic protector renamespublic class PlayerHealth : MonoBehaviour { [SerializeField] private int maxHealth = 100; public void TakeDamage(int amount) { maxHealth -= amount; } }
PlayerHealth or maxHealth, the prefab can lose the script or reset the value. If it leaves those names alone so the prefab stays valid, attackers still search for PlayerHealth and find the logic.
GuardingPearSoftware Obfuscator is built for that tradeoff. It can rename the class and the serialized field, then update the related assets so the GameObject still points at the new names. Eazfuscator has no such Unity pass. Its safe default is to skip the names Unity stores as data.
Which one should you pick?
Pick GuardingPearSoftware Obfuscator if you want:- Unity integration
- Asset-aware renaming
- A lower one-time price
- Mapping files for crash reports
- Virtualization on a .csproj
- Attribute-based config in C#
- No game engine in the stack



