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[GH-ISSUE #3784] [Feature] Read-only inventory of Unity IL2CPP global-metadata.dat (first slice of #3607) #1469
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opened 2026-10-16 21:05:45 +00:00 by bsakaguchi
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Originally created by @8rulerstar on GitHub (Oct 15, 2026).
Original GitHub issue: https://github.com/morluto/rea/issues/3784
Before submitting
Area
Evidence, artifacts, or reconstruction
Current limitation
rea cannot read Unity IL2CPP metadata.
docs/managed-code-analysis.mdstates that the parser "does not ... decode IL2CPP metadata", and no provider readsglobal-metadata.dat. For an IL2CPP build, an analyst gets theunityconvention marker and nothing about which assemblies, types and methods the build contains.Use cases
inspect_managed_membersalready shows for a .NET assembly.Desired outcome and success criteria
Given a
global-metadata.dat, rea reports:unsupportedorcorruptresult with a reason when the file does not validateThe output contains names and counts only, already present in the build: no native addresses, RVAs or method bodies. A full build is large (my test file has 112,232 methods), so the result would be a summary plus paged
inspect_analysis_viewrows, like the managed tools, with a measured output budget.Expected interaction with targets
Read existing files or captured data
Target and scope details
Supported raw versions (Unity ranges are approximate, from Cpp2IL source comments and public version reports; the 6000.0 boundary is unverified, and v29/v31 are not yet checked against real files):
v29 and v31 use fixed record sizes; v39 adds per-section counts and variable-width indices. The 29.1 and 31.1 sub-variants that other tools track differ only in the native
CodeRegistration, which this does not read. Every section gets bounds, overlap and record-size checks before allocation.Out of scope:
GameAssemblyorlibil2cpp.so: method addresses, RVAs, symbol injection. That would need its own scope decision.Questions for maintainers:
global-metadata.datinventory in scope as a new provider?Verification available so far
I have a prototype or observed results
Verification details
verify:il2cpp:metadata -- --metadata PATH, where the operator supplies a self-built file, asverify:pcap -- --pcap PATHdoes. Unity builds are not practical in CI. When the lane is skipped, no real-file coverage is claimed. Build artifacts and commercial game files are not committed.Alternatives considered
Il2CppDumper and Cpp2IL dump this metadata, but they run outside rea, expect the native binary as well, and do not produce rea Evidence.
Possible direction
A new provider exposed as a dedicated
inspect_il2cpp_metadatatool (CLI and MCP), shaped likeinspect_go_binary(#1363), taking aglobal-metadata.datpath.References
#3607 lists metadata parsing first, together with Mono CIL decompilation, RVA correlation, Ghidra injection, assets and scenes. This issue covers only metadata parsing, from v29 rather than v24.
@XinwangTao commented on GitHub (Oct 15, 2026):
A read-only inventory of global-metadata.dat is a very sensible first slice: names and counts only, no addresses or method bodies, keeps the scope safe and matches what inspect_managed_members already exposes for .NET. Splitting it from #3607 is right — metadata layout has changed across Unity versions, so landing an inventory with bounds checks first lets the parser prove correctness before anything deeper is attempted. On the verification question: v29/v31/v39 plus an operator-supplied lane sounds like a reasonable starting set, though worth keeping the version gate explicit so a future vXX silently no-ops instead of misparsing.
@8rulerstar commented on GitHub (Oct 15, 2026):
While waiting on scope here, I prototyped the next slices of #3607 locally on separate branches (not pushed), each checked against real files from my own Unity builds:
binary_path(thin Mach-O for now) locates the code and metadata registrations without symbols and reports method addresses plus field, parameter and return type names. Checked by disassemblingSlot.Addin four builds; ELF and chained fixups are not handled yet.inspect_artifactsuggests the metadata tool when a bundle containsglobal-metadata.dat.All of this stays out of #3807. If the first slice fits, which of these, if any, would you want proposed next? Happy to open a separate issue for each.
@XinwangTao commented on GitHub (Oct 15, 2026):
Thanks for the breakdown. If the first slice lands, I'd prioritize the member names / string literals slice next: it directly extends what inspect_managed_members already surfaces for IL2CPP builds (owners + names, no addresses), and your zero-diff result against LibCpp2IL across versions makes it the lowest-risk follow-up. Native addresses and asset inventories are valuable too, but they pull in binary parsing dependencies (Mach-O/ELF, SerializedFile/UnityFS) that are better scoped separately. Also glad the metadata tool gets suggested by bundle routing via inspect_artifact — that makes it discoverable for real triage workflows.
@8rulerstar commented on GitHub (Oct 15, 2026):
Thanks, agreed. If the first slice fits, I'll propose members and string literals next, and keep native addresses and asset inventories scoped separately. Unknown versions already fail as
unsupported-versionrather than being parsed.@8rulerstar commented on GitHub (Oct 15, 2026):
For reference, the members and string literals slice is now on my fork: diff (+507 lines on top of #3807). It is exploratory and not a request for review or integration; I'll wait for a scope decision on #3807 first.
Names and owners match LibCpp2IL exactly on five files (metadata 29, 31, 39) and, with the versions 24 and 27 slice, on the two older files too. String literal values match as well; on the version 39 file LibCpp2IL reports one extra trailing empty literal, which is the format's sentinel record.
The other prototypes from my comment above stay on my fork and are only checked on my own unprotected builds; I can share them if they become useful.
@alexlanghart commented on GitHub (Oct 18, 2026):
A real-world data point for the scope questions here, from a commercial Unity game (Unity 2022.3, metadata v31, Windows x64, 60 MB
GameAssembly.dll, 17 MBglobal-metadata.dat):CodeRegistration/MetadataRegistrationin ~9 s.script.jsoninto anREA_GHIDRA_SEED_FILE(130,048 function seeds, 124,086 named; 65,080 labels for*_TypeInfo,Method$...and string literals).rea decompile --provider ghidrathen reported 0 failed seeds (9,908 functions created, 120,140 already present), and output went fromFUN_*/DAT_*to named callees and string literals. Cost: ~24 min cold analysis, 7.6 GB peak RSS, with a 90 min startup deadline and a 9G heap.I opened #5112 for that follow-up (resolve method addresses from metadata + registration tables and emit seeds in the existing format), so the inventory here can stay names-only as scoped.
@XinwangTao commented on GitHub (Oct 20, 2026):
Thanks for the v31 data point from a shipped game and for taking the address-linking follow-up to #5112 — that confirms keeping this inventory names-only is the right scope, and the seed-format handoff keeps the Ghidra pipeline usable in the meantime. Glad to see #3784 land via #3807.