Archive for the ‘Reverse Engineering’ Category

Il2CppInspector Tutorial: Working with code in IL2CPP DLL injection projects

January 14, 2021 13 comments

Once you have created a C++ scaffolding project for DLL injection with Il2CppInspector, you will likely be wondering how to interact with the injected IL2CPP application. In this article, we’ll look at how to perform common tasks such as accessing static and instance fields, creating new objects, working with strings, calling vtable functions and more.

The first part of this article is reference material covering how types, methods, properties and so on are represented, named and addressed in C++. The second part shows a number of concrete working examples, so if you want to skip the theory, feel free to jump forwards. Let’s dive in!

Note: C++ scaffolding is experimental and currently not for the faint-hearted. This document will be updated as the codebase matures and improves to reflect the current state of scaffolding projects.

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IL2CPP Reverse Engineering Part 2: Structural Overview & Finding the Metadata

December 27, 2020 14 comments

[You can use Il2CppInspector to help automate the techniques outlined in this series]

In part 1 of this series we learned what IL2CPP is, how to setup a build environment, and compared the C#, IL, C++ and disassembly of a simple function.

In this article, you will learn:

  • an overview of the key files in an IL2CPP application from a reverse-engineering perspective
  • how an IL2CPP application loads the metadata we are interested in
  • how to find the application binary’s metadata by hand in a disassembler (x64 and ARM)
  • beginner-level disassembly navigation and tidying in IDA
  • how to interpret C++ function calls in assembly language


  • Basic knowledge of high-level programming
  • Basic knowledge of disassembly (the article uses IDA but Ghidra works equally well)
  • Basic knowledge of what IL2CPP is – I recommend that you read part 1 first if you’re new to IL2CPP
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Il2CppInspector Tutorial: How to create, use and debug IL2CPP DLL injection projects

November 27, 2020 8 comments

Il2CppInspector allows you to automatically create a Visual Studio solution containing a C++ DLL project targeted at the application you are reverse-engineering, which – when compiled – can be injected into the running application process to monitor or modify the application’s behaviour.

In the bad old days, you used to have to find every type, function, field etc. yourself. An excellent tutorial on this from an unknown author can be found here. Il2CppInspector’s C++ scaffolding projects render the need to perform this work obsolete. These projects give you complete access to all of the C#-equivalent types and methods in the IL2CPP application, plus all available IL2CPP APIs and exports. There is no need to determine any function pointers or add any type declarations.

In this article, we’ll briefly walk through how to create, edit, inject and debug these projects. Details on how to actually write useful code using the framework provided can be found in this tutorial.

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Practical IL2CPP Reverse Engineering: Extracting Protobuf definitions from applications using protobuf-net (Case Study: Fall Guys)

August 10, 2020 2 comments

DISCLAIMER: The following information and source code is provided for educational purposes only. I do not condone cheating in online multiplayer games and expressly discourage this behaviour. This tutorial is intended to demonstrate the thought processes and techniques involved in reverse engineering. It is not intended to enable cheating, the modification of gameplay or any interference or alteration of any server-side components of the analysed product in any way whatsoever. Check your local laws before using this software. At the time of writing I have never connected to a Fall Guys network endpoint or launched the client.

You can download the full source code for this tutorial from the Il2CppProtoExtractor-FallGuys GitHub repo.

[Updated 7th December 2020: added instructions for using Il2CppInspector’s NuGet package in preference to creating a git clone; added link to commit with an example showing how to find attribute values automatically with a disassembly framework]


Il2CppInspector provides several powerful tools to interact with IL2CPP application code and data via static analysis:

  • A low-level binary representation (Il2CppInspector) which allows you to query the IL2CPP metadata in its original format
  • A .NET type model (TypeModel) which provides a Reflection-style API to all of the types in the application
  • An application model (AppModel) which provides an API to query the compiled C++ types, methods and other symbols in the binary, including those not represented by .NET types

In this article, we will leverage the .NET type model to inspect a game and derive a Google Protobuf .proto file encapsulating its network protocol.


  • Knowledge of .NET, C# and LINQ
  • Basic awareness with what IL2CPP is and what it does (no in-depth knowledge needed)
  • Basic awareness of what Google Protobuf is
  • Basic knowledge of how to use a disassembler such as IDA and how to read basic x86-64 assembly code
  • An inquisitive mind

In this article, you will learn:

  • How to set up a new Visual Studio project which uses Il2CppInspector
  • How to load an IL2CPP application and create a type model
  • How to use LINQ to query .NET types, interfaces, fields, properties, generic type arguments, arrays and attributes in an IL2CPP application
  • How to extract constructor arguments to custom attributes not retained by IL2CPP in the metadata
  • How to transform all of the combined data into a .proto file

The game at hand today is Fall Guys published by Devolver Digital, a Battle Royale-style party game where 60 players race around in bright colorful maps vying for victory. The game requires an upfront purchase and then has microtransactions on top. Being asked to pay more for the rest of the content when I’ve already purchased a game makes me very cantankerous, and Fall Guys also happens to be compiled with IL2CPP, which makes it the perfect target for some reverse engineering fun!

Although I’m using Fall Guys for this example, many of the techniques described below are applicable to any game deployed with IL2CPP and using Protobuf.

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IL2CPP Reverse Engineering Part 1: Hello World and the IL2CPP Toolchain

June 24, 2020 9 comments

[You can use Il2CppInspector to help automate the techniques outlined in this series]

[Updated 27th November 2020: the command-line build instructions were updated to be compatible with Il2CppInspector 2020.2.1]

In this article, you will learn:

  • what IL2CPP is and why it exists
  • what the generated C++ source code and binary disassembly of a simple function looks like compared to native C#, IL and C++ code
  • how to setup your environment to generate C++ source code and IL2CPP binaries from your own C# code so that you can examine and compare them with your original code
  • how to use IL2CPP at the command-line on arbitrary code without Unity

Introduction to IL2CPP

IL2CPP is an alternative application deployment model introduced into Unity in 2015 which is designed to bring significant performance improvements to Unity games. It’s a beautiful mess, and today we’re going to start picking it apart.

A standard Unity game is distributed as a series of .NET assemblies which are executed by the managed runtime (CLR) on the target platform of choice as per the norm for any .NET application. The premise of IL2CPP is to take these assemblies, parse the IL, generate C++ equivalent source code from it, then compile this C++ into machine code for faster, unmanaged execution. This is described quite well on this page of the Unity manual with this diagram:

A diagram of the automatic steps taken when building a project using IL2CPP

There are several excellent guides about how IL2CPP generates code such as Unity’s own IL2CPP Internals blog series and Jackson Dunstan’s exquisitely detailed musings, so I’m not going to repeat that work here. Instead, I want to focus on the opposite perspective: how do we reverse engineer compiled IL2CPP binaries?

Unity games have traditionally been exceptionally easy to reverse engineer, generally requiring nothing more than a copy of ILSpy (or my preferred tool Telerik JustDecompile) and a dream. IL2CPP changes all that: we go from neat assemblies – often with all of the function and variable names intact – to straight up machine code that we have to wade through in a disassembler. Suddenly, even finding the areas of interest becomes magnitudes tougher. How can we make this task easier?

To answer that question, we’re going to need to develop a deep understanding of how IL2CPP manages types and data under the hood, and that’s what this series is all about. Buckle up!

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