Elain
Elain
> Right now, decompiled code is not intended to be used in actual GameMaker projects (it's primarily just aimed at modding using the modding tools). I can see the desire...
> > Right now, decompiled code is not intended to be used in actual GameMaker projects (it's primarily just aimed at modding using the modding tools). I can see the...
That's a issue of [Il2CppInterop](https://github.com/BepInEx/Il2CppInterop), that meaning if you are using any stuff with [Il2CppInterop](https://github.com/BepInEx/Il2CppInterop) your game will brokes and crashes for any unknown reasons. Only way to solve this...
> So....how fix? > > I had to force myself to move to using everything static, even the registration of external methods to use them as components fails Set `UnityLogListening`...
> > Set `UnityLogging` as `false` > > That's not a solution, it's an escape. It's like disabling something you still want to use. Using UnityLogListening = using DelegateSupport =...
> > Set `UnityLogging` as `false` > > That's not a solution, it's an escape. It's like disabling something you still want to use. If you just want to get...
Do you try to retry that with lasted version of UTMT?
> Are you using the latest version? I think we usually have `argX` instead of `argumentX`, and besides, this *should* compile. Just want to clarify what you mean here -...
> > Are you using the latest version? I think we usually have `argX` instead of `argumentX`, and besides, this _should_ compile. > > From my experience, it compiles on...
I did some research on this game. Although it was developed using GMS2, it uses a custom protect shell and a custom resource encryption tool. As a result, mainstream shell...