Exploit for Unity Games
fun(self: ByteArray, n: integer):sol.ByteArray|fun(self: ByteArray, value: table):sol.ByteArray
ByteArray
fun(self: ByteArrayView, pointer: sol.Pointer, len: integer):sol.ByteArrayView|fun(self: ByteArrayView, value: sol.ByteArray):sol.ByteArrayView
ByteArrayView
ConcurrentTable
fun(self: ConcurrentTable):sol.ConcurrentTable|fun(self: ConcurrentTable, value: table):sol.ConcurrentTable
Directory
fun(name: string):boolean
fun(name: string):nil
fun(name: string):boolean
fun():string
fun(path: string):string[]
fun(path: string):string
fun(path: string):string[]
fun(path: string):string
fun(sourceDirName: string, destDirName: string):nil
function EnginePath()
-> string
File
fun(path: string, barr: sol.ByteArray):nil
fun(path: string, text: string):nil
fun(sourcePath: string, destPath: string):nil
fun(path: string):nil
fun(filename: string):boolean
fun(sourcePath: string, destPath: string):nil
fun(filename: string):sol.ByteArray
fun(filename: string):string
fun(filename: string, barr: sol.ByteArray):nil
fun(filename: string, text: string):nil
fun(label: string, key: GUI.Dir):boolean|fun(label: string, key: GUI.Dir, state: table):boolean
fun():nil
fun(label: string):boolean|fun(label: string, state: table):boolean
fun(label: string, state: table):table
fun(label: string, callback: fun():nil):boolean
fun(label: string):boolean|fun(label: string, state: table):boolean
fun(label: string, callback: table):table
fun(label: string, callback: table):table
fun(label: string, callback: table):table
fun(label: string, callback: table):table
fun(label: string, callback: table):table
fun(label: string, state: table):table
fun(label: string, state: table):table
fun(label: string, state: table):table
fun(label: string, state: table):table
fun(label: string, state: table):table
fun(label: string, state: table):table
fun(label: string, state: table):table
fun(label: string, hint: string, state: table):table
fun(label: string, size: GUI.Vector2):boolean
fun(label: string):nil|fun(label: string, state: table):nil
fun(label: string, state: table):table
fun(label: string, state: table):table
fun(label: string, state: table):table
fun(fraction: number):nil|fun(fraction: number, state: table):nil
fun(label: string, checked: boolean):boolean|fun(label: string, checked: boolean, index: integer):table
fun(label: string):boolean|fun(label: string, state: table):boolean
fun():nil
fun():nil
fun(label: string, state: table):table
fun(label: string, state: table):table
fun(label: string, state: table):table
fun(label: string):boolean|fun(label: string, state: table):boolean
fun():nil
fun(label: string, callback: fun():(any, state: table)):table
fun(label: string, callback: fun():(any, state: table)):table
fun(label: string, state: table):table
fun(label: string, state: table):table
fun(callback: fun():any):nil
fun(label: string, callback: fun():any):boolean
fun(label: string, state: table):table
fun(label: string, state: table):table
fun(prefix: string, v: boolean):nil
fun(prefix: string, v: number):nil
fun(prefix: string, v: integer):nil
fun(prefix: string, v: integer):nil
table
fun():sol.GUI.Color|fun(R: number, G: number, B: number):sol.GUI.Color|fun(R: number, G: number, B: number, A: number):sol.GUI.Color
GUI.Color
1
3
2
0
fun():sol.GUI.Vector2|fun(x: number, y: number):sol.GUI.Vector2
GUI.Vector2
Mutex
fun(self: Mutex):sol.Mutex
Path
fun(path: string, extension: string):string
fun(path1: string, path2: string):string
fun(path: string):string
fun(path: string):string
fun(path: string):string
fun(path: string):string
fun():string
fun(path: string, base: string):string
fun():string
fun():string
fun(path: string):boolean
fun(path: string):boolean
fun(path1: string, path2: string):string
fun(path: string):string
fun(self: Point):sol.Point|fun(self: Point, x: integer, y: integer):sol.Point
Point
fun(n: integer):string
sol.Pointer
integer
fun(self: Pointer, value: any):sol.Pointer
Pointer
Primitives
fun(ptr: any):boolean
fun(ptr: any):integer
fun(ptr: any, len: integer):integer
fun(ptr: any):string
fun(ptr: any):number
fun(ptr: any):number
fun(ptr: any):integer
fun(ptr: any):integer
fun(ptr: any):sol.Pointer
fun(ptr: any):integer
fun(ptr: any):integer
fun(ptr: any):string
fun(ptr: any):integer
fun(ptr: any):integer
fun(ptr: any):integer
fun(value: boolean):sol.SafePointer
fun(value: integer):sol.SafePointer
fun(value: ByteArray):sol.SafePointer
fun(value: string):sol.SafePointer
fun(value: number):sol.SafePointer
fun(value: number):sol.SafePointer
fun(value: integer):sol.SafePointer
fun(value: integer):sol.SafePointer
fun(value: any):sol.SafePointer
fun(value: integer):sol.SafePointer
fun(value: integer):sol.SafePointer
fun(value: string):sol.SafePointer
fun(value: integer):sol.SafePointer
fun(value: integer):sol.SafePointer
fun(value: integer):sol.SafePointer
fun(ptr: any, value: boolean):nil
fun(ptr: any, value: integer):nil
fun(ptr: any, value: sol.ByteArray):nil
fun(ptr: any, value: string):nil
fun(ptr: any, value: number):nil
fun(ptr: any, value: number):nil
fun(ptr: any, value: integer):nil
fun(ptr: any, value: integer):nil
fun(ptr: any, value: any):nil
fun(ptr: any, value: integer):nil
fun(ptr: any, value: integer):nil
fun(ptr: any, value: string):nil
fun(ptr: any, value: integer):nil
fun(ptr: any, value: integer):nil
fun(text: string, caption: string):string
fun(address: any, len: integer, allocationtype: Process.AllocationType, memoryprotection: Process.MemoryProtection):sol.Pointer
fun(address: any, len: integer, freetype: Process.FreeType)
fun():integer
fun(dll: string):sol.Pointer
fun():sol.Pointer[]
fun():string
fun(dll: string, lpProcName: string):sol.Pointer
fun():nil
fun(dll: string):sol.Pointer
fun(fun: any, arg: any):sol.Pointer
fun():boolean
fun():boolean
fun(key: integer):boolean
fun(key: integer):boolean
fun(pointer: any, len: integer):sol.ByteArray
fun():nil
fun(address: any, barr: sol.ByteArray):nil|fun(address: any, barr: sol.ByteArrayView):nil|fun(address: any, list: table):nil
fun(Dst: any, Src: any, len: integer):nil
Process
0
00001000
0
20000000
0
00400000
0
00002000
0
00080000
0
1000000
0
00100000
0
00200000
0
00000001
0
00004000
0
00000002
0
00008000
0
10
0
20
0
40
0
80
0
100
0
01
0
200
0
02
0
04
0
40000000
0
40000000
0
400
0
08
fun(n: integer):string
sol.Pointer
integer
fun(self: SafePointer, n: integer):sol.SafePointer
SafePointer
Size
fun(self: Size):sol.Size|fun(self: Size, width: integer, height: integer):sol.Size
table
function Unity.IsIl2Cpp()
-> boolean
function Unity.IsMono()
-> boolean
function Unity.IsUnity()
-> boolean
function Unity.RegisterInOneUpdate(callback: fun():any)
-> nil
function Unity.RegisterInUpdate(name: string, callback: fun():any)
-> nil
function Unity.SetMainUpdateHook(pointer: sol.Pointer)
-> boolean
function Unity.UnregisterInUpdate(name: string)
-> nil
string
Window
fun(self: Window, windowname: string):sol.Window
sol.ConcurrentTable
function input(label: string)
-> string
function loadDLL(dllpath: string)
-> any
sol.ConcurrentTable
function sleep(ms: integer)
-> nil
sol.Pointer
fun(self: sol.ByteArray, callback: fun(v: integer):any)
fun(self: sol.ByteArray, index: integer):integer
fun(self: sol.ByteArray, index: integer, len: integer):sol.ByteArray
fun(self: sol.ByteArray, index: integer, len: integer):table
integer
fun(self: sol.ByteArray, index: integer, value: integer):nil
fun(self: sol.ByteArray, index: integer, barray: sol.ByteArray):nil
fun(self: sol.ByteArray, index: integer, barray: sol.ByteArrayView):nil
fun(self: sol.ByteArray, index: integer, list: table):nil
fun(self: sol.ByteArray):nil
fun(self: sol.ByteArray):sol.Pointer
fun(self: sol.ByteArray):string
sol.Pointer
fun(self: sol.ByteArrayView, callback: fun(v: integer):any):nil
fun(self: sol.ByteArrayView, index: integer):integer
fun(self: sol.ByteArrayView, index: integer, len: integer):sol.ByteArray
fun(self: sol.ByteArrayView, index: integer, len: integer):table
integer
fun(self: sol.ByteArrayView, index: integer, value: integer):nil
fun(self: sol.ByteArrayView, index: integer, value: ByteArray):nil
fun(self: sol.ByteArrayView, index: integer, value: sol.ByteArrayView):nil
fun(self: sol.ByteArrayView, index: integer, value: table):nil
fun(self: sol.ByteArrayView):sol.Pointer
fun(self: sol.ByteArrayView):string
fun(self: sol.ConcurrentTable):nil
fun(self: sol.ConcurrentTable, key: table):boolean
fun(self: sol.ConcurrentTable, callback: fun(key: any, value: any):any):nil
fun(self: sol.ConcurrentTable, key: any):any
fun(self: sol.ConcurrentTable):integer
fun(self: sol.ConcurrentTable):table
fun(self: sol.ConcurrentTable):table
fun(self: sol.ConcurrentTable):boolean
fun(self: sol.ConcurrentTable, key: any, value: any):any
fun(self: sol.ConcurrentTable):table
fun(self: sol.ConcurrentTable, value: table):nil
fun(self: sol.ConcurrentTable):integer
number
number
number
number
number
number
fun(self: sol.Mutex):nil
fun(self: sol.Mutex):nil
integer
integer
sol.Pointer
fun(self: sol.Pointer, otherv: any):boolean
fun(self: sol.Pointer):boolean
fun(self: sol.Pointer):integer
fun(self: sol.Pointer, otherv: any):sol.Pointer
fun(self: sol.Pointer, otherv: any):sol.Pointer
fun(self: sol.Pointer, otherv: any):boolean
fun(self: sol.Pointer):integer
fun(self: sol.Pointer, otherv: any):sol.Pointer
fun(self: sol.Pointer):sol.Pointer
fun(self: sol.Pointer, otherv: any):sol.Pointer
fun(self: sol.Pointer):string
fun(self: sol.Pointer):sol.Pointer
sol.Pointer
fun(self: sol.Pointer, otherv: any):boolean
fun(self: sol.Pointer):boolean
fun(self: sol.Pointer):integer
fun(self: sol.Pointer, otherv: any):sol.Pointer
fun(self: sol.Pointer, otherv: any):sol.Pointer
fun(self: sol.Pointer, otherv: any):boolean
fun(self: sol.SafePointer):nil
fun(self: sol.Pointer):integer
fun(self: sol.Pointer, otherv: any):sol.Pointer
fun(self: sol.Pointer):sol.Pointer
fun(self: sol.Pointer, otherv: any):sol.Pointer
fun(self: sol.Pointer):string
fun(self: sol.Pointer):sol.Pointer
integer
integer
boolean
sol.Point
fun(self: sol.Window, callback: fun(isopened: boolean):any)
sol.Size
fun(self: sol.Window):nil
fun(self: sol.Window):nil
string
boolean
fun(self: sol.Window):nil
function try(fn: fun():any, onerror: fun(error: string):any)
-> nil