2023 Unity Il2CPP/MONO FPS Reverse Engineering

Actual engine: Unity Il2CPP/Mono

Do after learning: Children of the Forest, Back Room, Escape from Tarkov, BattleBit, Rust, etc.

Kill almost all Unity engine games

Introduction:

Actual programming code: C/C++

B station space: https://space.bilibili.com/2134677790

Detailed course catalog : Unity Il2CPP/MONO FPS reverse engineering in 2023 Yuque

Renderings: 

 

 

// Please note that this course is all about writing codes in actual combat to complete related functions, and there are no chapters that only describe theoretical knowledge

Chapter 1 Il2Cpp reverse (actual combat)

00 Detailed explanation of Unity infrastructure

01 Detailed explanation of Unity basic API

02 D3D11 internal drawing

03 Static generation/dynamic SDK generation

04 Traverse the game object through the Unity API

05 Traverse the game object through the Unity API

06 Get game object/component ClassName Namespace

07 Get the matrix and write the WorldToScreen function

08 Traverse all game object coordinates and draw addresses

09 Find the player class and player array

10 Get the player array and traverse through the Unity API

11 Get the player array through GameObjectManager and traverse

12 Traverse the player component and find the player bone

13 Drawing bones

14 Draw HP

15 Draw orientation

16 Draw name

17 Drawing 2D rotating radar

18 Draw 2D adaptive box

19 Obstacle judgment by ray CALL

20 Aiming range realization

21 Memory self-targeting implementation

22 Smooth self-aiming realization

23 Silent self-aiming realization

24 bullet tracking implementation

// Note that although the name is the same as the first chapter, the implementation process of some courses is completely different

// At the same time, it no longer hooks dx like the first chapter, but draws directly with the engine

Chapter 2 Tarkov Mono Reverse (actual combat)

00 Necessary prerequisite

01 Dynamically generate SDK

02 Hook engine drawing point

03 Obtain game object/component ClassName Namespace under Mono

04 review to find the player class and player array

05 Get the Unity API address under Mono

06 Review to get the player array and traverse through the Unity API

07 Obtain the player array through GameObjectManager under Mono and traverse it

08 Review to obtain the matrix and write the WorldToScreen function

09 Traverse the player component and find the player bone

10 Drawing bones using engine functions

11 Use engine function to draw blood volume

12 Use the engine function to draw the orientation

13 Drawing names using engine functions

14 Draw 2D rotating radar using engine function

15 Use engine function to draw 2D adaptive box

16 Obstacle judgment by ray CALL

17 Self-aiming range realization

18 Memory self-targeting implementation

19 Smooth self-aiming implementation

20 Silent self-aiming implementation

21 Find an array of items

22 Analyze item classes, find names, etc.

23 Call the localization CALL to get the item name//It means to convert the item name to the name of the current game language, such as the English name of the item to Chinese

24 Drawing Items

// Similarly, all drawing operations in this chapter are engine drawing

// Use IDA to analyze how to achieve silent self-aiming

Chapter 3 Rust Il2Cpp reverse engineering

00 Generate SDK for Rust

01 The hook engine draws points and initializes

02 Draw lines using engine functions

03 Use engine functions to draw text

04 Use engine functions to draw rectangles

05 Use engine functions to draw filled rectangles

06 Find the player class + player array // (not just the player array, it contains many things)

07 Analyze the array and accurately classify items, animals, Npcs, collectibles, players

08 Analyze the names of animals, items, and collectibles, and perform localization

09 Get Camera and write WorldToScreen function

10 Draw items, animals, names of collectibles and draw

11 Find the player skeleton

12 Draw player HP

13 Draw player names

14 Drawing 2D rotating radar

15 Draw 2D adaptive box

16 Visual judgment using ray CALL

17 Self-aiming range realization

18 Memory self-targeting implementation

19 Realization of predictive self-aiming

19 Use IDA to analyze the silent self-aiming function

20 Complete Silent Aiming

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Origin blog.csdn.net/qq_67992326/article/details/131661172