- Status
- Offline
- Joined
- Mar 3, 2026
- Messages
- 142
- Reaction score
- 7
Been messing around with UnityExplorer for a while, but Pixel Dungeon VR is giving me a headache. Coming from stuff like Cave Crawlers, I expected the usual structure, but this one is built differently.
The Technical Situation:
What I have tried so far:
I have been dumping the assembly to look for singletons or persistent managers. If the dev kept the logic client-side but just hid the variables, you should look for "Manager" or "Controller" classes in the il2cpp dump—often they do not attach these to scene objects but keep them as static instances.
My questions for the devs/reversers here:
If anyone has mapped out the class structure for this yet, drop a hint. I am trying to avoid a manual ban by pushing changes that the server might flag, but I need to know if I am chasing ghosts or if I just haven't found the right static pointer yet.
Has anyone else tested the persistence of these values after a relog? Let me know if you found a way to bypass the sync check.
The Technical Situation:
- Architecture: It is running on il2cpp, so you are dealing with metadata dumps and managed structures. If you are not seeing the values in the active scenes, you are likely looking at objects that are being instantiated and destroyed dynamically, or the game is pushing data to a manager class that persists across levels.
- The Server-Side Dilemma: If you are hunting for Gold or Talent Points and finding absolutely zero references in the heap via UnityExplorer, there is a solid chance the game uses a server-authoritative model for currency. If that is the case, memory editing the client-side value will just result in a visual change (a desync) that resets the moment you interact with a vendor or trigger a save.
What I have tried so far:
I have been dumping the assembly to look for singletons or persistent managers. If the dev kept the logic client-side but just hid the variables, you should look for "Manager" or "Controller" classes in the il2cpp dump—often they do not attach these to scene objects but keep them as static instances.
My questions for the devs/reversers here:
- Il2CppDumper Usage: Has anyone successfully dumped this specific title to see if the currency logic is handled by a local `PlayerStats` class, or is it calling external API endpoints?
- Memory Hooking: If it is server-sided, has anyone checked if the client sends a packet on every gold pickup? If it does, we might be looking at needing a proxy or an interceptor instead of simple memory editing via UE.
- Persistence: Are you guys finding any success with `dnSpy` for patching, or are you strictly sticking to runtime manipulation?
If anyone has mapped out the class structure for this yet, drop a hint. I am trying to avoid a manual ban by pushing changes that the server might flag, but I need to know if I am chasing ghosts or if I just haven't found the right static pointer yet.
Has anyone else tested the persistence of these values after a relog? Let me know if you found a way to bypass the sync check.