Unity IL2CPP reverse engineering

Unity games, back to source.

Shipped IL2CPP builds, reversed into working projects and clean C#. Done for you.

Android, iOS, WindowsWebGLFree sample
0x01a4f4b000fb86738b42c835
0x01a4f4c0484f3e32248c1e89
0x01a4f4d0af9ed025601c567f
0x01a4f4e0bb5522e53a50ae8d
0x01a4f4f0ae18aefd9ff8d085
0x01a4f500b8cf8d6ab84300fd
0x01a4f510a099bf4fac9d2f89
0x01a4f520263ddbaf9bf739cd
0x01a4f5303878247720201ef0
0x01a4f540267b55cbc8c6948c
0x01a4f55014ddc65e457d6f86
0x01a4f560584e9fd76be8a2b6
0x01a4f5709d641abf541becdf
0x01a4f5803f486bc9b994d72b
0x01a4f590788ef21486ed8e47
0x01a4f5a0eac5efd02c11e494
libil2cpp.soarm64 · stripped1/3

Services

Four ways we work with a shipped Unity build. Every job starts from a store link or the build files.

C# from IL2CPP

Pick the classes you need. Readable C# — types, signatures, and logic — with the raw C++ alongside.

  • Types and signatures
  • Method logic
  • Raw C++
Delivered asCSharp_Converted/ + Cpp_RawCode/

Modding

Tell us the features you want. We find the right hooks and ship a patched build with your behavior baked in.

  • Hooks located
  • Features patched
  • Tested build
Delivered asPatched build, ready to run

Security analysis

Set the audit scope. We map the build's logic, data flow, and checks, then write up what we find.

  • Logic map
  • Data flow
  • Checks reviewed
Delivered asDetailed audit report

How it works

Pick a service to see the path from your build to the delivery. Our tool does the heavy lifting; our team finishes the job.

Working Unity project

Send the build, get back a project you can open in Unity and build on.

il2cppMagic · Found in the build1/4
game.apk
182 MB

Found in the build

  • ✓libil2cpp.so · arm64
  • ✓global-metadata.dat · v31
  • ✓assets · 1,284 files

Recent work

Every delivery ships with the raw dump alongside, so you can check our output against the original.

libil2cpp.so
01

Raw binary

The shipped build: stripped names, no structure, no context.

dump.cs
02

Symbol dump

Classes, method signatures, and field types resolved from metadata.

PlayerController.cs
03

Transpiled C#

Named, typed C# open in your IDE and ready to work with.

Try it on your own build.

Send a class or two and we'll transpile a free sample. No commitment.

Get a free sample

Questions

What to send, what comes back, and the rules we work by.

Ask us on WhatsApp
What do you need from me?
A store link (Google Play, Steam, or web) or the build itself: an APK or IPA, or the IL2CPP files (libil2cpp.so / GameAssembly.dll plus global-metadata.dat). Name the classes you care about and we'll prioritize them.
What do I get back?
For C# jobs, CSharp_Converted/ with one .cs file per class, plus Cpp_RawCode/ so you can check any method against the original. Working-project jobs include the full Unity project folder. Everything ships as one archive over WhatsApp or a secure link.
How long does it take?
It depends on the build's size and how much of it you need. Extraction usually finishes within hours; a full project rebuild takes longer. We'll give you a timeline once we've seen the build.
How accurate is the C#?
Types, signatures, and structure come back reliably. Method bodies are rebuilt from the C++ control flow into readable C#, and the hard ones get a manual pass. The raw C++ ships alongside, so nothing is a black box.
Can I try it first?
Yes. Send a class or two and we'll transpile a free sample, so you can judge the output on your own build before committing.
What's allowed?
Our work is for learning, research and understanding how games are built. We only analyze software you own or are authorized to study, and we don’t help with piracy or with bypassing anyone else’s protections.

Send us a game.

A store link or the build is all we need. Fastest on WhatsApp — we reply the same day.

Message us on WhatsApp
WhatsApp+92 321 6902135Open chat
Emailhello@eastwhiz.comEmail