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Anyone grinding through Rust internals recently?
I've seen a few devs struggle with the BaseNetworkable iteration and object property access. Dealing with Facepunch's constant obfuscation and encryption shifts is a headache, but the logic usually remains consistent if you stop looking at the high-level C# wrappers and start digging into the memory structures directly.
The BaseNetworkable Struggle
You mentioned getting stuck on ClassName and prefabID. Accessing the entity list is one thing, but pulling clean data from pKlass requires checking your pointer dereferencing. If you are reading the entity base and getting nothing, verify you aren't fighting a stale pointer after the latest update. Most folks running into issues here are either missing a level of indirection or using a garbage offset for the field descriptors.
Common Pitfalls in Field Retrieval:
Honestly, if your baseMovement and flags are returning correctly but your name/ID calls are bailing out, it’s likely your field offsets are just pointing to uninitialized or protected memory. Rust is aggressive about protecting player-sensitive data (like IDs and names) from external reads if you aren't hitting the right access path.
Stop relying on high-level wrappers like GetName() if they are throwing errors; rewrite the logic to read the memory address of the display name string directly from the player object. If you're using old offsets, a 4-hour update window is pretty standard—don't sweat the trial and error.
Anyone else verified the current _displayName offset against the latest client build? Drop your notes below.
I've seen a few devs struggle with the BaseNetworkable iteration and object property access. Dealing with Facepunch's constant obfuscation and encryption shifts is a headache, but the logic usually remains consistent if you stop looking at the high-level C# wrappers and start digging into the memory structures directly.
The BaseNetworkable Struggle
You mentioned getting stuck on ClassName and prefabID. Accessing the entity list is one thing, but pulling clean data from pKlass requires checking your pointer dereferencing. If you are reading the entity base and getting nothing, verify you aren't fighting a stale pointer after the latest update. Most folks running into issues here are either missing a level of indirection or using a garbage offset for the field descriptors.
Common Pitfalls in Field Retrieval:
- Strings: Often handled by a C# string wrapper, not just a plain char array. Check how the game handles the conversion before you call ReadCString.
- SteamID/UserID: These are frequently stored as a 64-bit integer. If you are trying to pull it via an old string offset, you are just reading garbage. Double-check the field type in the dump.
- BoneTransforms: Accessing the transform hierarchy requires a valid pointer to the Transform object. If your read for the player model is off by even a few bytes, that structure read will return a null reference or access violation.
Code:
// Verification snippet for field read
// Make sure your ReadPtr chain actually lands on a valid memory page
// before attempting to dereference the class name.
ulong pKlass = ReadPtr(entityBaseStr);
ulong classNameStr = ReadPtr(pKlass + 0x10); // Standard Unity Klass structure
string className = ReadCString(classNameStr);
Honestly, if your baseMovement and flags are returning correctly but your name/ID calls are bailing out, it’s likely your field offsets are just pointing to uninitialized or protected memory. Rust is aggressive about protecting player-sensitive data (like IDs and names) from external reads if you aren't hitting the right access path.
Stop relying on high-level wrappers like GetName() if they are throwing errors; rewrite the logic to read the memory address of the display name string directly from the player object. If you're using old offsets, a 4-hour update window is pretty standard—don't sweat the trial and error.
Anyone else verified the current _displayName offset against the latest client build? Drop your notes below.