Comments (9)
I knew about this issue since beginning, but never bother to look futher since I have no clue why it happens and especially with different functions.
At the moment I just prefer to hook function like OnUpdate of some class or Camera render function and just do stuff there.
If you really need to do like World2Screen stuff, then you could take look at matrixes and just read them from Camera and calculate the screen position, instead calling the function.
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Anyone who still has problem with this I need some tests on diff games as result:
void* m_pThisThread = IL2CPP::Thread::Attach(IL2CPP::Domain::Get());
/*
Run your code here...
*/
IL2CPP::Thread::Detach(m_pThisThread);
Instead creating new thread via API create it yourself and run this code in the loop so it attach and deattach.
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I did do this a while back and came back to it, it had no effect, I tested it on a mobile game(CriticalOps) and terraria il2cpp steam game, I read some where a dude said he fixed his crashes by calling the il2cpp_thread_attach everytime he was ready to call a Unity function, personally I don’t think this function dose anything useful.
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Seems weird since I tried to do simple ESP by just filtering out objects by certain name and calling Camera WorldToScreen function and I got the thread error and after doing attach and doing same thing and detaching it, it didn't popup error anymore.
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Seems weird since I tried to do simple ESP by just filtering out objects by certain name and calling Camera WorldToScreen function and I got the thread error and after doing attach and doing same thing and detaching it, it didn't popup error anymore.
Well i tried it as you said to me and i can confirm it does work 100%, tested on Naraka BladePoint no crash/GC Collecting from unknown thread anymore so i guess this is an appropiate fix since i am doing like that on present and yei all works and the best part is i don't need the hook anymore.
HRESULT __fastcall naraka_hooks::hkPresent(IDXGISwapChain* pSwapChain, UINT SyncInterval, UINT Flags)
{
void* m_pThisThread = IL2CPP::Thread::Attach(IL2CPP::Domain::Get());
//init imgui things
ImGui_ImplDX11_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
//render shit
ImGui::EndFrame();
ImGui::Render();
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
IL2CPP::Thread::Detach(m_pThisThread);
return naraka_hooks::_returns::oPresent(pSwapChain, SyncInterval, Flags);
}
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Seems weird since I tried to do simple ESP by just filtering out objects by certain name and calling Camera WorldToScreen function and I got the thread error and after doing attach and doing same thing and detaching it, it didn't popup error anymore.
Well it seems to work I tested it on another game and it worked hahaha no idea what’s happening I guess this is the best way to use this attach method welp dipping thanks for all the help and the tool very helpful
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re-check the repo , added callback to use OnUpdate
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Thank you guys for your work, this need update looks dope.
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Closing this because callbacks has been added and it is easier to use than threads.
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Related Issues (20)
- this program not support x64 applications HOT 5
- CallMethod results in a crash HOT 1
- Better W2S Function name? (Not fully tested) HOT 1
- Is this still working ? HOT 4
- closed HOT 2
- Improving the documentation HOT 6
- How do I include this into my project? HOT 1
- Game crash when calling some methods HOT 11
- How can I obtain a singleton from a parent class HOT 7
- Problem with Unity version 2022 HOT 2
- Crash when try to access GetName() HOT 5
- Game deadlock on exit when using thread HOT 5
- Issue finding methods and method name HOT 3
- Access violation when trying to get field value HOT 14
- wish support android arm IL2CPP::Callback::Initialize
- Calling any of game functions?
- Dealing with Unicode obfuscated class names HOT 1
- Crash on GetTransform
- Crash On FindObjectsOfType HOT 5
- Android??
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