Engine support

Unity IL2CPP and Mono, resolved from memory

CheatGear reads IL2CPP global-metadata directly with automatic version detection across the full v16 to v106 range, and walks the Mono runtime for managed builds — then exports a complete C++ SDK from either backend.

Automatic offsets

Automatic offsets — zero config

You never hunt or paste offsets, struct layouts, or pattern signatures. CheatGear reads engine internals live from the locked process, resolves inheritance, offsets, and field types itself, and hands you a ready SDK.

UnityAuto IL2CPP metadata v16–106

Parses global-metadata.dat and GameAssembly.dll, auto-detecting IL2CPP metadata v16 through v106 (plus Mono) — validated by 13 shipping-game fixtures.

The SDK is the payoff: C++ headers, CMake, and .sln/.vcxproj projects generated automatically, out of the box.

Zero config

  • No offsets to hunt or paste
  • No struct layouts supplied
  • No pattern signatures to maintain
  • Validated by 13 shipping-game fixtures

Auto version detection

Unity — IL2CPP

Reads IL2CPP global-metadata directly with automatic version detection across the metadata range.

01 Direct global-metadata read

Parses IL2CPP global-metadata directly from the loaded process instead of relying on brittle external dumps.

02 Automatic version detection

Resolves the exact metadata version from the running target, covering the full v16 to v106 range.

03 Type & method reconstruction

Reconstructs custom attributes, methods, and RVAs into a navigable type graph you can inspect and export.

  • metadata v16Earliest supported IL2CPP metadata format
  • → v106Latest supported IL2CPP metadata format
  • auto-detectVersion resolved from the loaded process

cheatgear — il2cpp attach

  1. cg attach --pid $(pgrep GameAssembly)
  2. [+] locked target: UnityGame.exe (pid 24117)
  3. [+] backend: IL2CPP · auto-detecting metadata version
  4. [il2cpp] global-metadata.dat · version 29 (range v16–v106)
  5. [il2cpp] reconstructing types, methods, RVAs…
  6. [il2cpp] 18,402 types · 142,907 methods resolved
  7. cg dump sdk --lang cpp
  8. [ok] C++ headers written · SDK ready

Supported

Unity — Mono

Walks the Mono runtime to resolve managed classes, fields, and methods in Mono-backed Unity builds.

cheatgear — mono attach

  1. cg attach --pid $(pgrep MonoGame)
  2. [+] locked target: MonoGame.exe (pid 19022)
  3. [+] backend: Mono · walking managed domain
  4. [mono] TypeDef spine built · live-cache warm
  5. [mono] resolving fields and method tables…
  6. [mono] Assembly-CSharp · 2,118 classes resolved
  7. cg dump sdk --lang cpp
  8. [ok] C++ headers written · SDK ready

01 TypeDef spine

Walks the Mono runtime's managed domain to build a TypeDef spine of classes, fields, and methods.

02 Live cache

Caches resolved metadata for fast, repeated reads against a live Mono-backed Unity build.

03 Field & method resolution

Resolves static and instance fields and walks method tables to surface managed internals.

  • Mono runtimeManaged domain and class metadata
  • fieldsStatic and instance field resolution
  • methodsMethod table walking

SDK generation

~0.5s SDK generation

Generate a complete Unreal or Unity SDK in roughly half a second, fully automatically. The SDK converter emits ready-to-build project files and can target C++ or IDA.

Generation time

~0.5s

A complete Unity SDK generated in roughly half a second, fully automatically.

SDK targets

  • Unreal SDK
  • Unity SDK

Clean C++ headers exported straight from resolved IL2CPP or Mono metadata.

Converter output

  • C++ headers
  • CMake project
  • .sln / .vcxproj
  • IDA output

The SDK converter emits ready-to-build project files for your toolchain.

From raw memory to a ready SDK in seconds

CheatGear is a Rust-built toolkit for memory editing, reverse engineering, and AI-driven automation — across Unreal and Unity, on Windows and Linux.

  • Windows
  • Linux