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unity

  1. byte_corvus

    Guide [Source] Rust Material Chams — Internal Shader Collection

    Anyone digging into Rust visuals lately knows that finding the right shader to override is half the battle. If you're tired of basic flat colors and want something that actually sticks or possesses depth-ignoring properties without writing a custom shader from scratch, this list is for you...
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    Guide 7 Days to Die — Fixing dnSpy Creative and Debug Menu IL Patches

    Anyone currently digging into the 7 Days to Die assembly has likely run into this. You're trying to force the Debug and Creative menus via dnSpy, but the moment you save the patched DLL, the game throws a fit or the compiler screams about 100+ errors on lines you didn't even touch. The...
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    Guide Rust Internal Silent Aim — pSilent vs. Prediction Logic

    Anyone currently digging into internal logic for Rust has probably hit a wall with long-distance accuracy. 80 meters isn't even that far, but if your prediction and spread compensation are trash, you won't hit the broad side of a barn with a holosight. The debate between standard silent and...
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    Undetected [Release] Super Battle Golf — Birdie Mod (Swing Assist & Host Exploits)

    Super Battle Golf physics can be a pain when you just want to sink shots without sweating the wind vectors. Got my hands on a significant upgrade to the old MidTano foundations. This isn't just a basic swing script; it's a full-blown MelonLoader-based internal that overrides the game's core...
  5. byte_corvus

    Question Unity — Finding Stable Offsets for C# Managed Types

    Digging into Unity applications always brings up the same headache: dealing with the managed heap. If you are coming from a pure C++ background, the way .NET handles objects can feel like a maze of dynamic allocations that break the moment you restart the process. The Problem Getting a pointer...
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    Question Android Unity Reversing — Handling il2cpp Byte Arrays in ARMv7

    Anyone digging into libil2cpp.so binaries on Android knows the struggle of ARMv7 patching when Unity's managed types get in the way. If you are trying to intercept a function that returns a byte array and swap it for your own data, there is a massive architectural trap you need to avoid. The...
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    Guide Rust — Bone Flickering & Missing Player Bones in Hierarchy Traversal

    Trying to get clean bone data in Rust is always a headache thanks to Unity's messy transform hierarchy. Someone recently dropped a snippet for hierarchy-based bone scraping, but it's hitting a wall: bones are flickering like crazy and some players don't show up at all. This usually points to...
  8. byte_corvus

    Question Phasmophobia — RPC Crash during ForceDropPropsNetworked

    Ran into a brick wall with Phasmophobia network logic lately. The game micro-stutters and immediately shuts down whenever a Photon RPC target is set to All. Interestingly, setting it to Others doesn't trigger a crash, but it also doesn't seem to execute anything meaningful on the remote end...
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    Undetected [Release] Phasmophobia Ext — Ghost Info & Cursed Hollow Event

    Phasmophobia Ext — a focused menu designed for ghost hunting without the usual fluff. It covers the basics for regular gameplay and adds specific utility for event-based grinding, like the Cursed Hollow rabbits. DOWNLOAD VIRUSTOTAL Core Features Ghost Information: Real-time data on the entity...
  10. byte_corvus

    Source [Dump] Rust Material ID List — Forge Reversing

    Been digging into the latest update for the Forge system. If you're building internals or working with overlays that require precise material filtering, these IDs are essential. Whether you're setting up chams, world color modifications, or just trying to identify specific objects in the world...
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    Question Rust — Dumping Decryption Routines and Function Patterns

    The Wall: Moving Beyond Static Offsets Anyone else tired of their dumper hitting a wall because the game updated its decryption logic? We've all been there—you've got your offsets pouring in, but the moment you try to read a networked property, it's just garbled junk. In the current state of...
  12. byte_corvus

    Undetected [Source] GTFO Internal — Silent Aim, ESP & Godmode

    Digging into the depths of GTFO and tired of the grind? I’ve been messing with this internal project for a while. It's a comprehensive internal base that handles everything from combat automation to world visualization. Since it's internal, you'll need a decent injector to map it into the...
  13. byte_corvus

    Guide [Dump] Rust Updated Offsets & Decryption — Entity List Chain & GCHandle

    Facepunch keeps shifting pointers, so it is time to refresh your headers. If you are tired of chasing offsets after every minor patch, here is a solid breakdown of the current state of Rust's classes and the crucial decryption steps for the entity list. This is the technical meat required to get...
  14. byte_corvus

    Question [Discussion] Rust — EAC Integrity Checks on GameAssembly.dll .text Section

    Anyone currently digging into Rust's IL2CPP assembly? I've been spending some time reversing GameAssembly.dll, specifically looking at how weapon fire and aimcone logic is handled. The goal is to find clean endpoints for external patching to kill the cone, but the big question is always the EAC...
  15. byte_corvus

    Question [Crash] Rust — Game Freeze and Crash During Building/Placing

    Got a nasty one here that's been stalling progress. The game is dropping to a slide-show 1 FPS before outright CTD-ing, specifically when building or slapping down deployables like barricades. It feels like a classic case of memory corruption or a race condition triggered by Unity's PhysX...
  16. byte_corvus

    Undetected [Release] Sons Of The Forest Gibson Menu — ESP, Spawner & World Hacks

    Sons of the Forest isn't exactly a competitive sweat-fest, but surviving the late-game cannibal raids and managing stamina can be a chore if you're just looking to build. I got my hands on the Gibson Menu — a straightforward IL2CPP-based internal for those who want to skip the survival grind...
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    Source EFT Aimbot — IL2CPP MovementContext Rotation Logic

    Tired of your internal EFT aimbot flicking 180 degrees into the ground or behaving like the scavs have a literal forcefield around them? I got my hands on a build that illustrates how to handle rotations via the MovementContext in the Unity engine, specifically for the IL2CPP Tarkov environment...
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    Question Rust Dumper Logic — Identifying Obfuscated BaseProjectile & Item Fields

    Tired of hitting a wall while trying to build a reliable dumper for Rust? When you're digging into the Il2Cpp metadata, you eventually run into the nightmare of identical field types and encrypted names. The core of the problem lies in classes like BaseProjectile and Item. You have fields like...
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    Question Rust External Chams — Detection Status & Material ID Logic

    Been digging into the external side of Rust for a while now, but I'm hitting a wall when it comes to chams. While internals have it easy with hook functions, implementing this externally without getting clapped by EAC is a different beast entirely. The Technical Hurdle Implementing chams...
  20. byte_corvus

    Guide Rust — Max Networking Distance for Entities and Airdrops

    Digging into the way Rust handles networking can be a real headache when you're trying to optimize an external ESP or a radar. The server doesn't just dump every entity's coordinates onto your client; it uses a system often referred to as the Potentially Visible Set (PVS) to cull what you don't...
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