Working Unity project
A shipped build reversed into a project you can open, run, and build on — as close to source as the binary allows.
- Scenes and hierarchy
- Scripts as readable C#
- Assets
Shipped IL2CPP builds, reversed into working projects and clean C#. Done for you.
Four ways we work with a shipped Unity build. Every job starts from a store link or the build files.
A shipped build reversed into a project you can open, run, and build on — as close to source as the binary allows.
Pick the classes you need. Readable C# — types, signatures, and logic — with the raw C++ alongside.
Tell us the features you want. We find the right hooks and ship a patched build with your behavior baked in.
Set the audit scope. We map the build's logic, data flow, and checks, then write up what we find.
Pick a service to see the path from your build to the delivery. Our tool does the heavy lifting; our team finishes the job.
Send the build, get back a project you can open in Unity and build on.
Found in the build
Every delivery ships with the raw dump alongside, so you can check our output against the original.
The shipped build: stripped names, no structure, no context.
Classes, method signatures, and field types resolved from metadata.
Named, typed C# open in your IDE and ready to work with.
Send a class or two and we'll transpile a free sample. No commitment.
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.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.A store link or the build is all we need. Fastest on WhatsApp — we reply the same day.
Message us on WhatsApp