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Anyone digging into Rust movement internals recently? I'm currently hitting a wall with an external Spiderman implementation and getting those nasty Infinity/NaN floating point errors in the Unity physics logs.
The Current Setup:
I'm accessing PlayerWalkMovement via 0x5A8. The moment I touch gravityMultiplier (0x78), maxAngleClimbing (0x88), or the Spiderman flag (0x214), the client teleports me into the void or skybox instantly. It is clearly a failure to handle the game's current SafeFloat/Obfuscation implementation, which is nuking the transform matrix.
Technical Hurdles:
Has anyone figured out how to write to these fields without triggering the anti-cheat or breaking the physics state? If you've got a way to bypass the SafeFloat decryption for the current patch or a cleaner way to handle movement writing, let me know.
Anyone else caught these NaN errors recently?
The Current Setup:
I'm accessing PlayerWalkMovement via 0x5A8. The moment I touch gravityMultiplier (0x78), maxAngleClimbing (0x88), or the Spiderman flag (0x214), the client teleports me into the void or skybox instantly. It is clearly a failure to handle the game's current SafeFloat/Obfuscation implementation, which is nuking the transform matrix.
Technical Hurdles:
- Encryption: My current XOR keys (like 0x3F471005 for the flag) are clearly outdated. Trying to patch the movement fields is resulting in garbage data.
- Logic Sequence: Is flipping the 0x214 flag enough, or does the physics engine require simultaneous updates to gravity and angle constants to prevent the check from failing?
- Clean Offsets: I managed to find that PlayerEyes.viewOffset has a clean Vector3 at 0x28, but I cannot locate a similar plain-float path for movement. Everything seems to be routed through the protected classes.
Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider
Has anyone figured out how to write to these fields without triggering the anti-cheat or breaking the physics state? If you've got a way to bypass the SafeFloat decryption for the current patch or a cleaner way to handle movement writing, let me know.
Anyone else caught these NaN errors recently?