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clericall edited this page Aug 13, 2026 · 2 revisions

IL2CPP WASM Teardown & Reconstruction Wiki

This wiki provides technical documentation, disassembly tutorials, repair recipes, and methodology notes for reverse-engineering IL2CPP-compiled Unity games and porting them without original project files.

Note

Legal & Scope Note: This wiki and repository contain analysis tooling and educational notes only. No game assets, decompiled source code, or binary builds are distributed here. Everything described operates on software copies you produce yourself from games you legally own.


Key Finding: IL2CPP vs Mono Survival Rates

When a Unity game compiled with IL2CPP is decompiled, compilable C# method bodies measure at 0.00% survival. By contrast, decompiling a Mono-backend Unity game yields 93%–95% live code.

Control Group Benchmark Results

Measured on untouched decompiler exports before any replacement code was added:

Game Unity Version Backend Files Methods Live Methods Survival %
House Flipper 2019.4 Mono 4,528 231,243 219,675 95.00%
Car Mechanic Simulator 2018 2017.4 Mono 114 1,040 967 92.98%
MiSide 2021.3 IL2CPP 1,225 4,899 0 0.00%
Data Center 6000.4 IL2CPP 282 2,549 0 0.00%

Game-Owned Code Only (Vendor Middleware Excluded)

Game Backend Studio Owned Methods Live Methods Live %
House Flipper Mono 218,860 208,216 95.14%
Car Mechanic Simulator 2018 Mono 130 108 83.08%
MiSide IL2CPP 3,309 0 0.00%
Data Center IL2CPP 2,366 0 0.00%

For full census methodology, regex patterns, vendor namespace splitting, and classifier history, see Methodology & Census Internals.


Wiki Directory

Tutorials & Reconstruction Workflows

Deep Dives & Methodology

  • Methodology & Census Internals: Detailed explanation of measure-bodies.py and measure-owned.py, the four classifier corrections, and control-group benchmarks.
  • Troubleshooting & Gotchas: Symptom → Cause → Fix guide covering LZ4 compressed .data files, global-metadata.dat string tables, invisible menus, and stripped package null references.
  • Known Limitations & Scope: Realistic scope boundaries for dialogue systems, minigames, animations, and audio when deciding between a port vs a total rewrite.

References & Tools

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