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Openai/6952a1d0-7e3c-8003-a3f6-55806826a464
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==== When you can reliably: ==== * locate player object * read position/rotation/velocity * detect inputs/actions * create/spawn entities …then multiplayer becomes “just” networking + reconciliation. If you try multiplayer before you can do the above, you’ll build a gorgeous network layer that syncs nothing. (Ask me how I know. 💀) ===== 1. Look for Managed/ folder and tell me if it exists + whether you see Assembly-CSharp.dll. ===== # Try installing BepInEx and tell me if you get a console/log output. # Your first plugin: just logs “Loaded” on startup. If you paste your folder structure (top-level files/folders) and whether there’s a Managed/ folder, I can tell you exactly which toolchain to use (Mono vs IL2CPP) and what your first mod should be. TL;DR: UnityPlayer.dll + GameAssembly.dll means Unity and likely IL2CPP. Start by getting BepInEx running and a plugin that logs on launch. Then use type-dumping/inspection to find player/controller classes and build a tiny mod that reads + changes player state. Only after that should you attempt multiplayer.
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