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H5GG Demo Video Tutorial for Enhanced Menu with ARM64 Instruction and Unity Support - Part 1


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Updated (edited)

Quick Video Tutorial to demo the features of  H5GG Enhanced Menu with ARM64 Instruction and Unity Support

People asks what exactly is Unity Support? AM64 Instruction support is easy to understand. But Unity?

First of all, for those do not know, most of the nowadays games are made using Unity Engine. It makes game creation easy, that is why people love it. 

Unity Support, essentially mean, it has features especially made for Unity Game (and Unity Game ONLY)

Here quickly demonstrate some of them. Later, we would have some DIY tutorial make using H5GG to help you understand more.

Let's take a look at the first video (5mins).

https://streamable.com/dqqwtj

Demo flow
1. General Cheat Engine search -> Trigger Unity User Object Explorer -> Browser around various object to determine which are the junk result (Traditionally you need to blind test one by one, and guess what are they)
2. From Object view, realise Money has two copy (data protection). Update both and see the cheat in action for simple Unity Game (non-server sided, without too much protection.)
3. Browse around Player object and look for other things to cheat, yes we do not need to do traditional Cheat Engine Search again. Happy finding more cheat by just browsing around object
4. Click to Travel to other object. YES, again we do not need any search. Just Click - Click - Click. Feel free to do all kind of educated / informed try and error. Explore all possibility to cheat
5. Ease of navigation back to previous object and explore others. 
6. Happy easy cheating on Simple Unity Game.

 

What else we can do with this H5GG Enhanced Menu? With this Unity Support Menu, there are actually another crazy way to locate Unity Object. YOU DO NOT EVEN NEED TO DO TRADITIONAL SEARCH.

Let's take a look at another video (1mins)

https://streamable.com/srjjgp

Demo flow
1. Click on Unity and open up Unity User Object Explorer -> Click Search -> Input a Object Type of interest
2. If there exists Unity User Object in Scene, it will open up the first one found with Object Explorer. YUP, THAT SIMPLE. 
3. From there, you can start your Click - Click - Click, Explore - TEST - Explore more journey.
4. Where is the other objects? You may found those in Debug Info windows. Everything in a glance!!! Just scroll to the right, click on the address. 
5. So, HAPPY EXPLORING AGAIN. 
 

In fact,  you see Unity User Object Explorer give you options to input Object Address. Ya, another way for you to start your exploration journey. Here you can combine iGameGods fuzzy search, range search, watchpoint (register).

In next Video Tutorial, I will demo a bit more on how to combine iGameGod and H5GG to make cheating even more easy.

 

Updated by Happy Secret
  • Like 22
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  • Thanks 1
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Posted

That’s really impressive ! Nice work !!

Quick question : what you call « Unity User Object » is a gameObject in the scene ?

Posted
5 hours ago, 𓄼 . f v c k . 𓄹 said:

That’s really impressive ! Nice work !!

Quick question : what you call « Unity User Object » is a gameObject in the scene ?

Yes and no, it is game objects in scene defined by developer based on Unity Framework. (Not “GameObject” type in Unity)
However, there is one more limitation, the code is defined under Assembly-CSharp.dll. (But we have way for you to manually extend to other library now.)

The key reason, I don’t cover everything from different library is that, I can’t tell what are system library, which could have different object/type pattern. Second, it is performance comcern. I am actually quite a lot pointer by default. If the number class coverage becoming too large, my current access algorithm would have bottlenet.

so, in summary, yes, it is a user ( game developer ) defined object, which is current in scene. It doesn’t necessarily be a character, monster, grass/tree/rock, it  could be skill, buff, or something intangible supporting the seeable object in action. 
Hope this explains. 
 

You should try it out, before you actually trying it out, it is pretty hard to fully feel what I mean. 

  • Like 1
Posted
9 hours ago, Happy Secret said:

Yes and no, it is game objects in scene defined by developer based on Unity Framework. (Not “GameObject” type in Unity)
However, there is one more limitation, the code is defined under Assembly-CSharp.dll. (But we have way for you to manually extend to other library now.)

The key reason, I don’t cover everything from different library is that, I can’t tell what are system library, which could have different object/type pattern. Second, it is performance comcern. I am actually quite a lot pointer by default. If the number class coverage becoming too large, my current access algorithm would have bottlenet.

so, in summary, yes, it is a user ( game developer ) defined object, which is current in scene. It doesn’t necessarily be a character, monster, grass/tree/rock, it  could be skill, buff, or something intangible supporting the seeable object in action. 
Hope this explains. 
 

You should try it out, before you actually trying it out, it is pretty hard to fully feel what I mean. 

mhhh thanks ! will try out !

Posted
1 hour ago, Alihackali said:

that is cool man .. but please can u explain how we can find the  real offset so i can make a modmenu 

There are different ways to get object offset for your mod menu.

1. Hook on object method and get the x0 register value as object pointer

2. Use pointer search features to look for other pointer that has field pointing to this. Recursively look for static class, which can reference by static pointer.

3. Use the AutoPointerSearch script from @tuancc, see his recent tutorial here. 

4. Make your mod menu hack using JS plug-in of H5GG enhanced menu. You don’t need offset for it. I have two cheat release earlier using this approach. In summary, we use script to call function to get object of certain type, programmatically select the correct object we want, jump through pointers in field to reach the destination field to apply cheat on. 

 

  • Like 1
Posted
3 hours ago, Xcxcf15 said:

How to save changes progress and make tweak

Do you know Javascrjpt? You need to write JS Plug-in. You may refer to my Mini Football / Pixel Fantasia Cheat for the Plug-in template 

Posted
On 7/4/2023 at 2:02 AM, Happy Secret said:

Do you know Javascrjpt? You need to write JS Plug-in. You may refer to my Mini Football / Pixel Fantasia Cheat for the Plug-in template 

Can Used for offsets hacking? 

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