GTFO VR Mod Postmortem
4 days ago
- The author created a VR mod for GTFO, starting with decompiling Unity game code using DnSpy and moving to runtime patching with Harmony and BepInEx for legal distribution.
- Key challenges included balancing VR gameplay to avoid giving players unfair advantages or disadvantages, implementing motion controls, UI (smartwatch-style HUD), and terminal interaction with virtual keyboards.
- The mod faced a major setback when GTFO switched to IL2CPP, rendering mods non-functional for 6–8 months until new injection tools were developed by community members like Knah.
- Performance was a persistent issue due to VR's double rendering, requiring powerful GPUs, and the author notes potential for future graphics optimization.
- The project was open-source, received ~6K downloads, ~€1K in donations, and contributions from six developers, with the author ultimately stepping back due to time constraints and the complexity of IL2CPP development.