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unity-bepinex
Unity games that need BepInEx (Mono vs IL2CPP detection, install, logs).
Identity
BepInEx is a plugin framework (loader), not a game. It injects into Unity (and some other .NET) games so plugin mods can run. Games that use it need it installed first as a dependency of every plugin.
Detect whether it is needed
List the game folder with list_dir.
- Mono build:
<Game>_Data/Managed/containingAssembly-CSharp.dll, and/or aMonoBleedingEdge/folder -> BepInEx 5.x (Mono). - IL2CPP build:
GameAssembly.dllin the root and<Game>_Data/il2cpp_data/Metadata/global-metadata.dat-> the BepInEx IL2CPP build (6.x/bleeding-edge line). Mono plugins do not work on IL2CPP games and vice versa. - If either is present, treat BepInEx as a likely dependency, then confirm on the mod page or the game's Thunderstore community.
- Match architecture: x64 vs x86 must match the game's .exe.
Mod folder and format
Extract BepInEx into the game root next to the game .exe (you should see winhttp.dll, doorstop_config.ini, BepInEx/). Launch once so it creates BepInEx/config/ and BepInEx/plugins/. Plugin DLLs (or each mod's folder) go in BepInEx/plugins/.
Sources
Thunderstore (r2modman / Thunderstore Mod Manager automate everything), Nexus, GitHub Releases. Get the exact BepInEx build for the game from the game's Thunderstore community or the BepInEx docs: verify with web_search.
Load order
None, apart from declared plugin dependencies.
Logs
BepInEx/LogOutput.log (enable the console in BepInEx/config/BepInEx.cfg if needed). Unity Player.log under AppData/LocalLow/<Company>/<Game>/.
Common failures
Wrong Mono/IL2CPP build, wrong architecture, missing plugin dependency, plugin built for another game version, game update breaking IL2CPP interop (delete BepInEx/cache/ and interop/ and relaunch). On Linux/Proton set WINEDLLOVERRIDES="winhttp=n,b".