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undead-universal-patch-il2cpp/README.md
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Undead Universal Patch

Non-EAC, IL2CPP build patcher for Rec Room (Dec 2018*-*Apr 3 2020)

Currently only supports unobfuscated builds

Part two of two universal patches. The Mono patch is available at https://git.proxnet.dev/zombieb/undead-universal-patch-mono.

Compatible with BepInEx builds that can automatically load interop assemblies before plugins (builds 710 and later)

When submitting issues, please submit your BepInEx log file with all log levels enabled. You can do this by setting Logging.Disk.LogLevels in BepInEx.cfg to All.

Patch IDs

Currently a work-in-progress and is not implemented

  • removeInkLimit: 'Remove' the limit of resources that can be used in a single room

Compiling

Unlike the Mono patch, some assemblies must be referenced.

Run BepInEx interop on your build and add the following assemblies to new folder .\AssemblyReferences\ in this project directory:

  • BepInEx/interop/Assembly-CSharp.dll
  • BepInEx/interop/Il2Cppmscorlib.dll
  • BepInEx/interop/Il2CppSystem.dll
  • BepInEx/interop/Photon3Unity3D.dll
  • BepInEx/interop/RecRoom.Datastructures.Runtime
  • BepInEx/interop/UnityEngine.CoreModule.dll
  • UniverseLib.BIE.IL2CPP.Interop.dll UniverseLib; (can be obtained from UnityExplorer)

Linux users

Wine currently has problems generating the keypair used in Galvanic authentication.

You can use a real Windows system to generate the keys for the first startup.

If you're unsure how to start your build on linux:

  • Install Steam
  • Add Rec Room as a non-steam game
  • Set the compatibility mode to the latest stable version of proton
  • Use protontricks to add the doorstop DLL
  • Start Rec Room through Steam

AGRoomRuntimeConfig Patches

Properties of the object in the patch file will be used to set the properties of the respective object type in the game's assembly.

Each object type can be configured as follows:

  • AGRoomRuntimeConfig.Room or AGRoomRuntimeConfig.RoomScene or AGRoomRuntimeConfig.Location
    • Set the key to the replicationId of the object you want to change

      • Any object with a replicationId can be changed
    • Objects in the list have properties "Key" and "Value"

      • The key represents the name of the property to modify
      • The value will replace the current value in the assembly
    • Example:

      {"76d98498-60a1-430c-ab76-b54a29b7a163": [
          {
              "Key": "ReleaseStatus",
              "Value": 0
          }
      ]}
      

      will prevent you from loading into the dorm, because you can't go to editor-only rooms.

      Although you can set rooms with ReleaseStatus:0 to 2 if you'd like to go to those rooms.

  • GameConfigurationAsset
    • Set the key to the name of the object you want to change
      • Ex. "Crescendo Of The Blood Moon" (CrescendoOfTheBloodMoon_Config, 20200306)
    • Value must match a certain schema (example):
      {
          "Name": "Crescendo Of The Blood Moon",
          "TeamConfigurations": [
              {
                  "MaxTeamSize": 1
              },
              {
                  "MaxTeamSize": 2
              },
              {
                  "MaxTeamSize": 3
              }
          ],
          "TeamSelectionMethod": 0,
          "ManualGameStartRequirement": {
              "MinPlayerCount": 1,
              "MinTeamCount": 1,
              "MinTeamSize": 1
          },
          "AutomaticGameStartSupported": false,
          "AutomaticGameStartRequirement": {
              "MinPlayerCount": -1,
              "MinTeamCount": -1,
              "MinTeamSize": -1
          },
          "GameStartDelay": 10.0,
          "EndGameResultsDuration": 15.0
      }
      
      • You must set every property.
      • Only MaxTeamSize is supported for every team in TeamConfigurations.
      • See TeamSelectionMethod enum members for more information.
      • Changes to arrays (lists) are made in order. To change the value of a team size in the middle of an array, you must duplicate the previous data.
    • Example:
      { "Crescendo Of The Blood Moon": {
          "AutomaticGameStartSupported": true,
          "TeamConfigurations": [
              {
                  "MaxTeamSize": 18
              }
          ]
      } }