Hello. I created a mod menu for il2cpp and decided to share it with everyone.
I apologize for bad English
Well, let's begin.
Inexhaustible Instruments
- pc
- NDK
- Android Studio 3.x
- Apktool
- Brains and knowledge of C ++, Java, Smali
1. Start
Clone Floating ModMenu repository by link. Launch Android Studio and open our project. We find there a method
	
	
	
		
Just in this method it will be necessary to add options for the mod menu. There are already two options, you can use them as an example. In .../FloatingModMenu/app/src/main/jni/src/main.cpp itself, we create functions that will implement the hook. Used library KittyMemory. Next you need to call from the native library and connect them with switches.
Example
Java
	
	
	
		
Next, collect the application.
2. Application parsing and code injection.
After we have added all the necessary options, we need to inject this mod in the application.
Decompiling the application with aptktool and other
Decompiling the game with Aptktool and other.
Go to the folder of the application that was parsed and copy all the files from the assets folder (pictures that you can replace with your own), from the lib/armeabi-v7a/libKittyMemory.so folder to the folder with the parsed game.
Next, we need to add permission to display the application on top of others and the mod-menu service.
Open AndroidManifest.xml from the application folder and AndroidManifest.xml from the game folder and from the first AndroidManifest.xml with copy
	
	
	
		
and paste to permissions in AndroidManifest.xml games
Next, copy
	
	
	
		
and paste in the AndroidManifest.xml game before </ application>
Now the most difficult, you need to inject our menu.
From the smali\com\mrikso\modmenu folder of the parsed application, copy all the files with the name FloatingModMenuService ...
in the smali folder of the game.
Next, we need to register the mod menu call and the libKittyMemory library load. We are looking for the main activity of our game. Usually it is written in <application
Go to smali\com\mrikso\modmenu\MainActivity.smali
And we copy in their class to the main class of our game in the # virtual methods
	
	
	
		
Also in OnCreate, the main activity of our game is inserted
	
	
	
		
com/mrikso/modmenu/MainActivity replace with the main Activity path from our game.
3. We collect the game and check the result.
	
	
		
			
		
		
	
	
		 
	
		 
	
		 
	
		 All successful modifications of games :)
	
		
	
All successful modifications of games :)
	
		
			
		
		
	
				
			I apologize for bad English
Well, let's begin.
Inexhaustible Instruments
- pc
- NDK
- Android Studio 3.x
- Apktool
- Brains and knowledge of C ++, Java, Smali
1. Start
Clone Floating ModMenu repository by link. Launch Android Studio and open our project. We find there a method
		Code:
	
	private void modMenu()Example
Java
		Code:
	
	private native void godmode_on ();
private void modMenu ()
addSwitch ("God Mode", new SW () {
            public void OnWrite (boolean isChecked) {
                if (isChecked) {
                    godmode_on ();
                   Toast.makeText (getBaseContext (), "God Mode is activated", Toast.LENGTH_SHORT) .show ();
                } else {
                    godmode_off ();
                    Toast.makeText (getBaseContext (), "God Mode is disabled", Toast.LENGTH_SHORT) .show ();
                }
            }
        });2. Application parsing and code injection.
After we have added all the necessary options, we need to inject this mod in the application.
Decompiling the application with aptktool and other
Decompiling the game with Aptktool and other.
Go to the folder of the application that was parsed and copy all the files from the assets folder (pictures that you can replace with your own), from the lib/armeabi-v7a/libKittyMemory.so folder to the folder with the parsed game.
Next, we need to add permission to display the application on top of others and the mod-menu service.
Open AndroidManifest.xml from the application folder and AndroidManifest.xml from the game folder and from the first AndroidManifest.xml with copy
		Code:
	
	<uses-permission android: name = "android.permission.SYSTEM_ALERT_WINDOW" />Next, copy
		Code:
	
	 <service android:enabled="true" android:exported="false" android:name="com.mrikso.modmenu.FloatingModMenuService"/>Now the most difficult, you need to inject our menu.
From the smali\com\mrikso\modmenu folder of the parsed application, copy all the files with the name FloatingModMenuService ...
in the smali folder of the game.
Next, we need to register the mod menu call and the libKittyMemory library load. We are looking for the main activity of our game. Usually it is written in <application
com.unity3d.player.UnityPlayerActivity -> start activity by game.<application android:allowBackup="true" android:icon="@mipmap/app_icon" android:isGame="true" android:label="@string/app_name" android:roundIcon="@mipmap/app_icon_round" android:supportsRtl="true" android:theme="@style/UnityThemeSelector" android:usesCleartextTraffic="true">
<activity android:configChanges="density|fontScale|keyboard|keyboardHidden|layoutDirection|locale|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode" android:hardwareAccelerated="false" android:label="@string/app_name" android:launchMode="singleTask" android:name="com.unity3d.player.UnityPlayerActivity" android:screenOrientation="sensorLandscape">
<intent-filter>
<action android:name="android.intent.action.MAIN"/>
<category android:name="android.intent.category.LAUNCHER"/>
<action android:name="valhalla.survival.craft.z.StartApp"/>
<category android:name="android.intent.category.DEFAULT"/>
<category android:name="android.intent.category.LEANBACK_LAUNCHER"/>
</intent-filter>
<meta-data android:name="unityplayer.UnityActivity" android:value="true"/>
</activity>
Go to smali\com\mrikso\modmenu\MainActivity.smali
And we copy in their class to the main class of our game in the # virtual methods
		Code:
	
	.method public Start()V
    .locals 3
    .line 23
    const-string v0, "KittyMemory"
    invoke-static {v0}, Ljava/lang/System;->loadLibrary(Ljava/lang/String;)V
    .line 24
    sget v0, Landroid/os/Build$VERSION;->SDK_INT:I
    const/16 v1, 0x17
    if-lt v0, v1, :cond_0
    invoke-static {p0}, Landroid/provider/Settings;->canDrawOverlays(Landroid/content/Context;)Z
    move-result v0
    if-nez v0, :cond_0
    .line 25
    new-instance v0, Landroid/content/Intent;
    new-instance v1, Ljava/lang/StringBuilder;
    invoke-direct {v1}, Ljava/lang/StringBuilder;-><init>()V
    const-string v2, "package:"
    invoke-virtual {v1, v2}, Ljava/lang/StringBuilder;->append(Ljava/lang/String;)Ljava/lang/StringBuilder;
    invoke-virtual {p0}, Landroid/app/Activity;->getPackageName()Ljava/lang/String;
    move-result-object v2
    invoke-virtual {v1, v2}, Ljava/lang/StringBuilder;->append(Ljava/lang/String;)Ljava/lang/StringBuilder;
    invoke-virtual {v1}, Ljava/lang/StringBuilder;->toString()Ljava/lang/String;
    move-result-object v1
    invoke-static {v1}, Landroid/net/Uri;->parse(Ljava/lang/String;)Landroid/net/Uri;
    move-result-object v1
    const-string v2, "android.settings.action.MANAGE_OVERLAY_PERMISSION"
    invoke-direct {v0, v2, v1}, Landroid/content/Intent;-><init>(Ljava/lang/String;Landroid/net/Uri;)V
    .line 26
    .local v0, "intent":Landroid/content/Intent;
    const/16 v1, 0x7d2
    invoke-virtual {p0, v0, v1}, Landroid/app/Activity;->startActivityForResult(Landroid/content/Intent;I)V
    .line 27
    .end local v0    # "intent":Landroid/content/Intent;
    goto :goto_0
    .line 28
    :cond_0
    new-instance v0, Landroid/content/Intent;
    const-class v1, Lcom/mrikso/modmenu/FloatingModMenuService;
    invoke-direct {v0, p0, v1}, Landroid/content/Intent;-><init>(Landroid/content/Context;Ljava/lang/Class;)V
    invoke-virtual {p0, v0}, Landroid/app/Activity;->startService(Landroid/content/Intent;)Landroid/content/ComponentName;
    .line 30
    :goto_0
    return-void
.end method
.method public onActivityResult(IILandroid/content/Intent;)V
    .locals 2
    .param p1, "requestCode"    # I
    .param p2, "resultCode"    # I
    .param p3, "data"    # Landroid/content/Intent;
    .line 34
    const/16 v0, 0x7d2
    if-ne p1, v0, :cond_1
    .line 35
    const/4 v0, -0x1
    if-ne p2, v0, :cond_0
    .line 36
    new-instance v0, Landroid/content/Intent;
    const-class v1, Lcom/mrikso/modmenu/FloatingModMenuService;
    invoke-direct {v0, p0, v1}, Landroid/content/Intent;-><init>(Landroid/content/Context;Ljava/lang/Class;)V
    invoke-virtual {p0, v0}, Landroid/app/Activity;->startService(Landroid/content/Intent;)Landroid/content/ComponentName;
    goto :goto_0
    .line 38
    :cond_0
    const/4 v0, 0x0
    const-string v1, "Draw over other app permission not available. Closing the application"
    invoke-static {p0, v1, v0}, Landroid/widget/Toast;->makeText(Landroid/content/Context;Ljava/lang/CharSequence;I)Landroid/widget/Toast;
    move-result-object v0
    invoke-virtual {v0}, Landroid/widget/Toast;->show()V
    .line 39
    invoke-virtual {p0}, Landroid/app/Activity;->finish()V
    goto :goto_0
    .line 42
    :cond_1
    invoke-super {p0, p1, p2, p3}, Landroid/app/Activity;->onActivityResult(IILandroid/content/Intent;)V
    .line 44
    :goto_0
    return-void
.end method
		Code:
	
	 invoke-virtual {p0}, Lcom/mrikso/modmenu/MainActivity;->Start()Vcom/mrikso/modmenu/MainActivity replace with the main Activity path from our game.
3. We collect the game and check the result.
			
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