Help! Carrrompool miniclip game unity engine

honey_34

Rookie
i am building a real time Carrom Pool predictor with trajectory physics i have got the prediction engine and overlay working



My setup:
- Rooted Android + native memory ops
- Prediction engine with collision physics
- Real-time overlay rendering

STATUS SUMMARY:
Component Status
Shell Memory Reading ✅ WORKING
Root Access ✅ WORKING
SELinux ✅ WORKING
Overlay UI ✅ WORKING
Game Detection ✅ WORKING
Memory Map Reading ✅ working
app is only collecting the garbage values/unchanged value's which are not real if it was then values should be change in game/live match whenever we are moving the striker or playing shots

The game data is NOT at a static offset in the library. It's dynamically allocated in heap memory (libc_malloc regions). When this type of situation comes, then what needs to be done is any hint/tip (CarromPool pool game Unity engine).
 
In Unity-based games, key data often lives in dynamically allocated heap regions, so you won’t get reliable results from fixed offsets values move and can be obfuscated or refreshed constantly. Instead of chasing unstable memory, focus on modeling from observable inputs or consistent structures you can validate repeatedly. Even when things look close, verify across multiple frames to avoid false positives. Think of it like a spelling bee game precision and consistency matter more than quick guesses.
 
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