Creating a mod menu for Unity games using IL2CPP (Intermediate Language To C++) or native games can be quite complex, especially since it often involves reverse engineering or modifying game files, which may violate the game's terms of service. However, I can provide an outline of what a mod menu template might include and some general guidance for educational purposes. Please remember to respect the game's EULA and proceed at your own risk.
### Basic Components of a Mod Menu:
1. **Framework Setup**:
- You’ll typically need a development environment set up with the necessary tools, such as:
- **Unity Explorer** or **IL2CPP Dumper**: For dumping the game’s assembly or to analyze the data structures.
- **GameGuardian** or **Xposed Framework**: To hook into the game and modify its memory.
2. **Menu UI**:
- A basic UI can be created using the game’s existing UI framework or by overlaying your custom elements on top of the game.
3. **Memory Manipulation**:
- Use pointers or offsets to modify game values (health, score, etc.). This might involve:
- **Reading/Writing Memory Addresses**: To find and manipulate specific game values dynamically.
- **Using Reflection**: Access game objects and their properties directly if it's a managed environment.
4. **Input Handling**:
- Capture button presses or gestures to open and navigate the mod menu. This can often be done by intercepting input callbacks.
### Example Code Structure:
Here's a simplified example of how you might structure a mod menu in pseudo-code. Note that this is not comprehensive and is purely for illustrative purposes.
```csharp
public class ModMenu
{
// Sample menu items
private string[] menuItems = { "Infinite Health", "Unlimited Ammo", "Speed Hack" };
private int selectedItem = 0;
public void ShowMenu()
{
// Render menu UI (pseudo-code)
DrawBackground();
for (int i = 0; i < menuItems.Length; i++)
{
// Highlight selected item
if (i == selectedItem)
HighlightItem(menuItems);
else
DrawItem(menuItems);
}
}
public void Update()
{
// Update input handling
if (Input.GetKeyDown(KeyCode.DownArrow))
selectedItem = (selectedItem + 1) % menuItems.Length;
if (Input.GetKeyDown(KeyCode.UpArrow))
selectedItem = (selectedItem - 1 + menuItems.Length) % menuItems.Length;
if (Input.GetKeyDown(KeyCode.Enter))
ActivateSelectedItem();
}
private void ActivateSelectedItem()
{
switch (selectedItem)
{
case 0:
ActivateInfiniteHealth();
break;
case 1:
ActivateUnlimitedAmmo();
break;
case 2:
ActivateSpeedHack();
break;
}
}
private void ActivateInfiniteHealth()
{
// Code to modify game health value
WriteMemory(healthAddress, maxHealthValue); // Sample function
}
// Other functions for other hacks...
}
```
### Important Note:
- **Legal Issues**: Modding games can lead to account bans, especially in online games. Always proceed with caution and within legal boundaries.
- **Game-Specific Implementations**: Each game will have its specifics regarding the memory layout, so generic templates may require significant modification.
### Conclusion:
Creating a mod menu for IL2CPP or native games is highly technical and generally intended for advanced users familiar with programming, game development, and reverse engineering. The above is just a conceptual overview, and diving into specific techniques will require additional research, including understanding of reverse engineering principles.
If you are looking for existing projects or further guidance specific to certain games, the community forums for modding (like CD Projekt or specific game mod sites) may have additional resources >:)