The Framework
The DHG Monetisation Framework is designed to help you integrate downloadable content (DLC), entitlement management, and optional online services into your Unity games with minimal coding required.
It is intentionally designed to be storefront-agnostic. This means your game does not need to be permanently tied to one storefront. Swap between Steam, Itch.io, or your own custom backend without rewriting your game logic.
Commercial License & Audit Status
- Audited Version: 1.0.0
- Target Engine: Unity 6 (6000.5.5f1)
- Status: APPROVED FOR COMMERCIAL DISTRIBUTION
- Dependencies: Requires Unity Addressables (`com.unity.addressables`).
- Backends: None required. 100% offline-first local operation.
Available Now on Unity
Grab the complete framework today. Includes full source code, the DHG Dashboard, and sample provider templates.
View on Asset Store
Video Showcase
Loading Official Manual...
Security & Tamper Guidelines
Local Tamper Guidelines
DHG is designed to be an offline-first, highly compatible framework. Because it runs locally on the user's machine, it is subject to the standard security limitations of all client-side applications.
- PlayerPrefs is not secure: DHG uses PlayerPrefs as a lightweight LOCAL CACHE for DLC ownership to allow for offline play. Do not treat it as highly secure DRM.
- The Cache is not the Authority: The TRUE authority on whether a player owns a DLC always comes from the Provider (Steamworks, itch.io, etc.).
- Client-Side Limits: No client-side framework can provide perfect DRM. If a user is determined to pirate your DLC, they can decompile your game. DHG is built to keep honest players honest.
Online Infrastructure & Verification
If you choose to implement DHG Online Services, you are moving from an "Offline Cache" model to an "Authoritative Cloud" model[cite: 35].
- The Golden Rule: Never trust the client to tell you what it owns[cite: 35]. The server must take a receipt/token, communicate directly with the storefront's API, and verify it is mathematically valid[cite: 35].
- Secret Protection: Never embed private keys in your Unity client[cite: 35]. Developer API keys must live securely in your server's environment variables[cite: 35].
- Itch.io Architecture Flow: For itch.io, the desktop app provides a secure JWT via a hidden environment variable (`ITCHIO_API_KEY`)[cite: 33]. The Unity client sends this token to your server, your server verifies it via `https://itch.io/api/1/jwt/me`, and then checks DLC ownership using your private Developer API Key[cite: 33].
Version History
Following Semantic Versioning standards
Version 1.0.0
2026-08-10[cite: 37]Added Features
- Core Architecture Engine: `DHGManager`, `DLCManager`, `EntitlementManager`, `StorageManager`, and `ProviderManager` core system loop[cite: 37].
- DLC Definition Pipeline: `DLCData` ScriptableObject workflow with ID generation, versioning math, and dependency tracking[cite: 37].
- Lifecycle & State Tracking: `DLCLifecycleTracker` monitoring defined, validated, built, packaged, owned, installed, loaded, active, and unloaded states[cite: 37].
- Provider Abstraction: `IEntitlementProvider` interface with hardened `DevelopmentProvider` and stubs for Steamworks and itch.io[cite: 37].
- Save-Game Safety: `DHGSaveValidator` auditing save-game files against current entitlements and version data before world loading[cite: 37].
- Editor Tooling: `DHGDashboard` window and `DHGDLCTemplateCreator` wizard for visual workflow management[cite: 37].
- Automated QA: NUnit Editor Test suite (`DHG_CoreTests`) verifying version math, lifecycle state transitions, and error logs[cite: 37].
Migration Guidelines
Minor Upgrades: Replace the `DHG_Framework` folder or pull the latest UPM package release, then re-run the automated NUnit tests[cite: 37].
Major Upgrades: Check breaking change logs in the release notes and verify modified interface methods in custom providers[cite: 37].