Steamworks.NET just has the aforementioned check where it tries to shut down and launch itself through Steam if it isn't already, and that check specifically has an easy back door where you just put a steam_appid.txt file in your working directory. IIRC Steam does have their own copy-protection suite that they encourage developers to apply to their games, but it only works if your game is written in C++, and therefore isn't really an option for Unity games. (And even then, someone might try to hack your server.) The only protection that really holds up is if the game actually takes place on a server that the publisher controls and can't be played offline at all. (Of course, obscure games can go much longer without being cracked but that's mostly because no one is seriously trying.) Protecting software while still allowing it to run on the bad guy's own computer is really hard it's like trying to make a safe that will keep your valuables safe even though the safe is located inside the thief's home and has a window that lets him look inside. I don't follow this closely, but my understanding is that for popular games (with a lot of people who want to crack it), the best available DRM protection only buys you days perhaps a week or two.
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