Hooking an Encrypted Game? #289
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This depends mostly on the game and how it handles encryption. If the decryption code is baked into the UnityPlayer.dll or the game executable, you could try getting stock executable and engine by downloaded the correct Unity Editor version from Unity Download Archive. The stock player and engine are usually found in Does BepInEx itself bootstrap fine? Are you able to get BepInEx console and have plugins loaded? Finally, if you don't want to modify anything, you should be able to use the general Reflection API like |
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Hi guys,
Is it possible to hook with BepInEx an encrypted game and still use Harmony after the game has loaded the decrypted DLL into memory?
I am currently translating a game at the moment with an encrypted Assembly-CSharp.dll. I have a decrypted version but obviously it wont load with the game because the game still tries to decrypt an already decrypted dll. I currently use cheat engine and AOBScans to find some of the addresses I want to change because once the game is loaded, the full assembly is decrypted into memory.
Is it safe to assume that without removing the decrypt method from the executable, I wont be able to use harmony to patch out the methods I want to override? Or will it still be possible because the assembly is decrypted in memory?
Right now I'm unable to hook the game at all with BepIn which I am assuming is because of the encryption. Can I even use this at all or will I have to investigate how to manually inject through mono?
Any direction you could point me in would be great!
Thanks
Josh
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