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Openai/6952a1d0-7e3c-8003-a3f6-55806826a464
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=== Assistant: Yep — no Managed/ folder + GameAssembly.dll is basically the IL2CPP signature. === Yep — no <code>Managed/</code> folder + <code>GameAssembly.dll</code> is basically the IL2CPP signature. That means you’re not “editing C# assemblies,” you’re injecting a plugin at runtime and interacting with IL2CPP types through an interop layer. Here’s the clean foothold plan (IL2CPP edition), plus how to use AI without faceplanting. ==== For IL2CPP Unity games, the usual setup is: ==== * BepInEx (IL2CPP build) as the loader * Il2CppInterop (often bundled in that ecosystem) so your C# plugin can talk to IL2CPP types * Optional but common later: Harmony-style patching (method hooks) Your first milestone: launch the game and see a console/log that proves BepInEx loaded. AI use: tell the AI your BepInEx version + folder layout and ask it to generate a “hello world” plugin that logs on startup and on key press. : ==== Your biggest early problem is: “Where is the player? What class controls movement? Where is health stored?” ==== So your first real mod goal should be finding objects and reading state, like: * current scene name * player GameObject and its Transform * player position/rotation * list of components on the player object AI use: once you have logs (component names, scene names, object names), paste them in and ask: * “Which of these components is likely movement/health/inventory?” * “What’s the safest place to hook for this?” ==== With IL2CPP, you usually create a “map” of the game’s types/methods/fields via a dumper workflow (people use tools like Il2CppDumper or similar metadata dump approaches). ==== This is not about doing anything shady — it’s about turning “opaque native blob” into “I can see class names.” AI use (super effective): * Feed the AI the dumped type list (or just the relevant parts) * Ask it to: - rank likely Player / Controller / Inventory classes - suggest which methods look like update loops / damage handlers - generate a shortlist of hooks to try first ==== Pick one of these (in order of sanity): ==== # Keybind + log (press F1 → log player position) # Movement multiplier (speed/jump tweak) # Simple “god mode” for local testing (e.g., clamp health) — only if it’s a single-player/coop context Avoid as a first mod: * save file editing * spawning networked entities * anything that touches world streaming systems AI use: have it write small, testable functions and a safety toggle (config + hotkey) so you can disable changes instantly. ==== You want: ==== * a clean install backup * a modded install * one plugin project * logs saved to a predictable location * a “does it load?” checklist AI use: ask it to generate a troubleshooting checklist based on your exact folder structure and log output. ==== If this game has anti-cheat or is competitive online, runtime injection mods can get accounts banned (yours and anyone who installs it). If your goal is coop for friends / offline / private server, you’re in a much safer lane. ==== ==== 1. Install BepInEx IL2CPP and confirm it logs on launch. ==== # Create a plugin that logs: - “Loaded” - current scene name - tries to find an object that looks like player (by tag/name) and prints its position # Start building a “type map” (dump types), then use AI to identify the likely player/controller classes. If you paste the top-level game folder listing (just filenames/folders) and tell me whether the game is offline/coop/online with anti-cheat, I can point you to the most likely correct toolchain and what your first mod should target. TL;DR: IL2CPP means you’ll mod via a loader (BepInEx IL2CPP) + interop, then build visibility (logs, object finding), then dump types so you can locate player/controller systems. Start with a tiny mod (read position / tweak speed) before even thinking about multiplayer.
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