GamePlug is a powerful, multi-API interception framework designed for modders. It provides a unified plugin system to inject custom ImGui UIs and game logic across Vulkan, DirectX 9, and DirectX 12.
- Multi-API Support: One framework to rule them all. Works seamlessly with Vulkan, D3D9, and D3D12.
- Unified Plugin System: Build plugins once using a clean C++ interface. No need to worry about the underlying rendering backend.
- ImGui Integration: Full support for Dear ImGui overlays with shared context between the host and plugins.
- Cross-Architecture: Supports both x32 (Legacy/DXVK titles) and x64 (Modern titles).
- Plugin Development Guide - Learn how to build your own plugins.
- Plugin Usage Guide - How to install and manage plugins.
- Changelog - Track recent changes and updates.
GamePlug supports both x32 (x86) and x64 builds. x32 is often the primary target for older games utilizing DXVK.
- CMake (v3.20+)
- Visual Studio 2026 with C++ Desktop Development
cmake -B build32 -A Win32
cmake --build build32 --config Releasecmake -B build64 -A x64
cmake --build build64 --config Releasevklayer.dll: The Vulkan interception layer.VK_LAYER_GAMEPLUG.json: The manifest file for Vulkan.gameplug.exe: The launcher that automatically sets up the Vulkan layer environment.run_game.bat: A helper script for launching Vulkan games with the layer.
dinput8.dll: The universal drop-in proxy for all DirectX games (DX9 & DX12).
Vulkan uses a layer system. The easiest way to use it is via the launcher:
.\gameplug.exe "C:\Path\To\Game.exe" [args]Manual Method:
- Place
vklayer.dllandVK_LAYER_GAMEPLUG.jsonin a folder. - Set
VK_LAYER_PATHto that folder andVK_INSTANCE_LAYERStoVK_LAYER_GAMEPLUG.
DirectX integration is simpler and uses a single universal proxy:
- Copy
dinput8.dllinto the game's executable directory. - Launch the game normally.
Contributions are welcome! Please see CONTRIBUTING.md for guidelines on how to report bugs, suggest features, and submit pull requests. All contributors are expected to follow our Code of Conduct.
This project is licensed under the MIT License - see the LICENSE file for details.