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[GH-ISSUE #3607] [Feature] Comprehensive Unity extraction and reverse engineering: IL2CPP metadata recovery, Mono CIL decompilation, and serialized asset analysis #1338
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opened 2026-10-16 21:04:26 +00:00 by bsakaguchi
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Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Originally created by @matbrgz on GitHub (Oct 14, 2026).
Original GitHub issue: https://github.com/morluto/rea/issues/3607
Current limitation
REA currently classifies Unity artifacts through shallow surface heuristics:
UnityEngineorUnityEngine.*assembly references in managed .NET inspection (src/dotnet/ManagedArtifactInspector.ts), marking the runtime family asunity-mono.libunity.soon Android orUnityFramework.frameworkon iOS/macOS), tagging the runtime convention asunityorunity-convention.However, modern real-world Unity applications across Windows, Android, iOS, macOS, and WebGL predominantly use the IL2CPP scripting backend (or Mono CIL). For these targets, REA cannot currently recover:
GameAssembly.dll,libil2cpp.so, or Mach-O binaries). High-level method names, types, properties, and field layouts are stripped from the native binary and stored separately inglobal-metadata.dat(usually inData/Managed/Metadata/or APKassets/bin/Data/Managed/Metadata/). In REA's Ghidra/Rizin workflows, these functions remain anonymous subroutines (FUN_1800...), making automated agent reasoning and reverse engineering tedious..assets,sharedassets*.assets,level*) andAssetBundlearchives (LZ4/LZMA compressed). REA currently has no parser forSerializedFileheaders, TypeTrees, or Object Tables.m_Scriptpointers to C# classes) cannot be mapped.Proposed outcome
Introduce dedicated Unity reverse engineering and extraction capabilities into REA, partitioned into modular, static analysis layers:
1. IL2CPP Metadata Recovery & Native Symbol Hydration
global-metadata.datsupporting metadata versions 24 through 31+ (covering Unity 2018 through 2023 / Unity 6). Extract:g_CodeRegistration/g_MetadataRegistration) inGameAssembly.dll,libil2cpp.so, or Mach-O binary to recover exact Virtual Addresses (RVAs) for all methods.Il2CppClassstruct definitions into the headless provider analysis database.inspect_native_functionsreceive their qualified C# names (e.g.AssemblyCSharp.PlayerController$$Awake).inspect_native_data_typereceive typed field layouts with accurate offsets.script.json/il2cpp.h) for external inspection.2. Unity Serialized File (.assets) & AssetBundle Extraction
SerializedFileformat versions 9-22+) and AssetBundle archives (supporting uncompressed, LZ4, and LZMA chunks with bounded decompression memory budgets)..assetsfile, decode serialized structures (e.g.,TextAsset,Transform,GameObject,MonoBehaviour) into structured JSON observations without executing code.m_ClassID) and script hashes with recovered IL2CPP / Mono class schemas to re-synthesize field layouts.3. Scene & GameObject Hierarchy Mapping
GameObjectandTransformrecords.MonoBehaviourcomponents to their underlying script definitions (m_Script), identifying active gameplay, networking, and telemetry controllers.UnityEventlisteners to trace user-interaction and trigger callbacks directly to target method names.4. Managed Mono Backend (Assembly-CSharp.dll) Enhancement
src/dotnet/inspector to decompile and extract structured CIL method bodies, properties, and embedded resource blobs fromAssembly-CSharp.dll.Safety Boundaries & Error Handling
global-metadata.dathas an invalid magic number (not0xFAB11BAF) due to XOR encryption, packer shuffling (e.g., Medusa, Beebyte, ArmDot), or custom loaders, return typed, actionable diagnostics (metadata_encryptedorunsupported_format) with offset and header findings rather than unhandled exceptions.Acceptance Criteria
unity-il2cpporunity-monoacross PE, ELF, Mach-O, and Android APK/AAB inputs.global-metadata.datfiles headless in REA without requiring manual external GUI tooling (such as Il2CppDumper or AssetStudio)..assetsandAssetBundlefiles with verifiable SHA-256 evidence integrity.Related
@8rulerstar commented on GitHub (Oct 20, 2026):
For anyone following the IL2CPP and Mono parts, the related PRs so far:
--ghidra-seeds).inspect_managed_membersfor Unity Mono script assemblies), #5726 (truncated metadata header error).Unity Mono builds already work through the existing managed tools (
inspect_managed_artifact,inspect_managed_members).@matbrgz commented on GitHub (Oct 20, 2026):
A small neutral fixture for the prepared SerializedFile inventory slice of this request. This is a support qualification for REA 6.7.0, not a regression report.
The generated carrier is 148 bytes, SHA-256
464f2335deaeef05a440605a8a678f7db757eb838874065579e59253890a72d8. It has a 48-byte v22 header, little-endian metadata, metadata size 85, file size 148, data offset 144, and type tree disabled. It contains one type (class ID 49), one object (path ID 1), and the four opaque payload bytesDEMO. Script, external and reference-type counts are zero. It contains no application-derived bytes.Public CLI reproduction (the observed run used the locally installed, pinned 6.7.0 entrypoint):
Observed exit code: 1. Envelope:
ok: false, codetarget_unavailable, categoryunsupported_target, reasonunsupported binary format, constraintfile_format_rejected.This could serve as a minimal acceptance fixture for a first inert inventory: headers, type records, object descriptors with physical ranges/SHA, and declared references. Useful boundaries include exact metadata consumption, absolute alignment, type index versus class ID, lossless int64 path IDs, conditional script IDs, explicit version/type-tree admission, and byte/count bounds. Missing type trees should remain unknown schemas; no implicit dependency loads, object-property parsing, native execution or address linking are needed for this slice. SerializedFile v22 is a separate layout from IL2CPP metadata versions.
@8rulerstar commented on GitHub (Oct 21, 2026):
I tried this fixture on an unmerged branch of mine (
feat/unity-assets-v2, no PR), in case the result is useful. Released 6.7.0 and currentmainbehave as you described:inspect-artifactrejects the file withfile_format_rejected.On that branch,
rea inspect-unity-assets neutral-unity-v22.assets --format json --full-outputexits 0 and reports:serialized-fileversion 22, little-endian, metadata size 85, file size 148, data offset 144, Unity6000.0.0f1, target platform 19, type tree disabledTextAsset), no script type"1", class ID 49, offset 144, size 4It does not produce a per-object SHA-256, and
inspect-artifactstill rejects the file there.Thanks for putting the fixture together; it made this easy to check.