Description #Context @Engine: Unity 2022.3.16f1 (IL2CPP) @Target: Windows x64, D3D11; GPU e.g. RTX 2080 Ti @Protected binary: GameAssembly.dll @Project layout: GameAssembly.dll links my own static lib. Inside that lib I’ve instrumented ~200 functions with VMProtectBegin.../End (mix of Mutation/Virtu...
Please send us a test example that shows your problem. I can show you the case I mentioned function A address is Already use by funtion B function A and function B are both defined in test.cpp namespace test { int function A() { VMProtectBegin("functionA") ..... VMProtectEnd() } void func...
I think this happens due to compiler optimization. Compiler is most likely inlines functionA() inside functionB() so that's why VMprotect throws that error. You could explicitly tell to compiler that you don't want functionB() to be inlined by adding __declspec(noinline) before function name, like ...
Please send us a test example that shows your problem. I can show you the case I mentioned function A address is Already use by funtion B function A and function B are both defined in test.cpp namespace test { int function A() { VMProtectBegin("functionA") ..... VMProtectEnd() } void func...
Hi, I had uesd vmp to encrypt cpp project. I used VMProtectBegin("xxx") / VMProtectEnd() to mark functions I had marked 100+ functions by doing this way. When I imported dll into vmp software, and I clicked Compile While compiling in vmp, I suffered this problem VMProtectMarker "funct...