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Anyone digging into the latest Phasmophobia builds lately? I am running into a wall with GhostActivity after the recent refactoring.
Previously, hooking the interaction was a breeze—just a simple jmp to GhostActivity.Interaction inside the update loop did the trick. With the current structure, that Update function seems to have been either stripped or obscured, and the standard hook points are no longer firing as expected.
The Technical Bottleneck:
I am currently looking into the IL2CPP dumps to see if they shifted the trigger to a specific RPC or if it is now tied strictly to the ghost's state machine transitions. Has anyone mapped the new interaction flow, or at least identified if the logic moved to a different manager class?
If you have already traced the updated interaction call stack, drop a hint. Has anyone managed to re-hook this effectively, or did we lose the ability to trigger these manually without a deep rewrite?
Previously, hooking the interaction was a breeze—just a simple jmp to GhostActivity.Interaction inside the update loop did the trick. With the current structure, that Update function seems to have been either stripped or obscured, and the standard hook points are no longer firing as expected.
The Technical Bottleneck:
- The legacy Update-based hook point is gone or effectively virtualized.
- The interaction trigger logic appears to be handled differently, likely through a new state machine or event delegate system.
- Direct jumps are resulting in inconsistent behavior or immediate crashes depending on the timing of the state execution.
I am currently looking into the IL2CPP dumps to see if they shifted the trigger to a specific RPC or if it is now tied strictly to the ghost's state machine transitions. Has anyone mapped the new interaction flow, or at least identified if the logic moved to a different manager class?
- Check if you are still hitting the correct memory region; recent patches often shift offsets for major entity controllers.
- Verify your hook is not interfering with the heartbeat or sanity drain triggers, which might cause an instant crash.
- If you are working with an internal project, dump the latest metadata and verify if GhostActivity is still a standalone class or inherited.
If you have already traced the updated interaction call stack, drop a hint. Has anyone managed to re-hook this effectively, or did we lose the ability to trigger these manually without a deep rewrite?