This project is based on LGL Mod Menu. Since the original project is no longer actively maintained, I have made several modifications, including:
- UI Changes: Updated the menu interface.
- New Modules: Added additional modules to extend functionality.
- Obfuscation:
- Integrated BlackObfuscator for enhanced code obfuscation.
- Added LSParanoid to provide string encryption for securing sensitive text data.
Note
Starting from version 1.3, Il2cppResolver
has been replaced with UnityResolve
to offer more extensive API support and improved functionality.
New feature suggestions or bugs can be commit as issues.
To enable and display a floating menu in your target app, follow these steps:
To allow your target app to draw a floating menu overlay on top of other apps, add the following permission to your AndroidManifest.xml file:
<uses-permission android:name="android.permission.SYSTEM_ALERT_WINDOW" />
This permission is required for overlaying UI elements, such as a floating menu, across other applications.
To activate the floating menu, declare a service in AndroidManifest.xml
to your targer app. This service will handle the display and lifecycle of the floating menu:
<service android:name="com.android.support.Launcher" android:enabled="true" android:exported="true" android:stopWithTask="true" />
To integrate and initialize the floating menu loader, add the following code in the onCreate
method within UnityPlayerActivity.smali
. If your target app uses a custom launcher activity, locate it in AndroidManifest.xml
and insert the code in that activity’s onCreate
method instead.
invoke-static {p0}, Lcom/android/support/Loader;->Start(Landroid/content/Context;)V
If you prefer not to use Remap
, simply call this method:
invoke-static {p0}, Lcom/android/support/Main;->Start(Landroid/content/Context;)V
You can integrate custom fonts into your project using a C array
. To generate the required font data, you can use a hexadecimal editor such as ImHex.
To export a font, follow these steps:
- Load the
.ttf
font file into ImHex. - Navigate to the File tab and select Export.
- Choose Text Formatted Bytes -> C Array.
- Save the exported data as a
.h
file.
- Copy the exported
.h
font file to theIncludes/Fonts/
directory. - Open
Utils.h
located in theIncludes
folder. - Locate the
LoadFontData
method and modify it to use the newly exported font.
jbyteArray LoadFontData(JNIEnv *env, jclass thiz, jobject ctx) {
// Create a byte array in Java to hold the font data
jbyteArray fontData = env->NewByteArray(std::size(font));
// Populate the byte array with the embedded font data
env->SetByteArrayRegion(fontData, 0, std::size(font), (jbyte*)font);
return fontData; // Return the font data as a byte array
}
Replace the font
variable in the code above with the array from your exported font file. This ensures that the custom font is correctly loaded and utilized in the project.
This project is for Educational Use only. We do not condone this project being used to gain an advantage against other people. This project was made for fun.
We strongly refrain you from buying any source codes on Telegram even if the author can be trusted, there is always a risk getting scammed. We will not be responsible for that. This project is always FREE to use