UnityDoorstop
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Doorstop -- run C# before Unity does!
Hi, I didn't test with all dotnet versions, but when I compiled my Doorstop.dll (with my default net7.0) it crashes with the log below (pasting it here for future google...
Using Unix version of BepInEx 5 on Rhythm Doctor. Whenever I launch Rhythm Doctor, doorstop seems to be logging to my `.config/mimeapps.list` file and it breaks all my default application...
Unable to run on windows 11. No errors just goes into an infinite crash like there is some policy preventing doorstop from injecting the code.. Not sure how to resolve.....
It's great that we can connect dnSpy without a patched mono.dll, but the "step over" bug still persists without it. Any chance to implement that fix into Doorstop?
``` Library: UnityMono (x86) Version: 4.0.0 (from release page) Unity Version: 2018.4.36-mbe Game: PrincessConnectReDive (JP) ``` ``` dll_search_path_override= debug_enabled=true debug_address=127.0.0.1:10000 debug_suspend=true ``` ``` Behaviors: (1) Game start with original Assembly-CSharp.dll...
I am trying to build something that needs to load before the Unity editor starts importing assets on launching a project. The gist is that I want to intercept any...
A fairly high profile game, Valheim, just released a native Mac build. It is going to be featured at WWDC 2024, so it is likely to receive a lot of...
As it turns out, symbols exported by a DLL don't _necessary_ have to have text symbols - but they do have a number, the symbol ordinal, which is a valid...
In the xmake config script, there is a platform check performed when the build system is MinGW. https://github.com/NeighTools/UnityDoorstop/blob/5607be4656a6fee6a811179343b9094e1b6d5639/xmake.lua#L49-L57 When running on my Windows machine under MinGW, neither branch is being...
Current version of UnityDoorstop supports only x86 CPU architecture on MacOS. This patch adds support for arm64, which was enabled by integrating the latest version of [plthook upstream](https://github.com/kubo/plthook) into `plthook_osx.c`...