

This mod is a utility for other mods to utilise MonoBehaviour field serialisation injection. Original mod for Boneworks now ported to Bonelab.
FieldInjector.dll into your Mods folder in the game install location.If you want to utilise custom MonoBehaviours with properly serialised fields from asset bundles, reference this mod as a dependency. Note: instead of using this mod directly, I might recommend using Maranara's "Cauldron" system for a more unified end-to-end experience and integration with the Unity editor, that uses this mod under the hood. The instructions below apply only if you want to roll your own systems and just use this to apply serialisation.
This is fairly simple, and there is very little difference between a normal unity MonoBehaviour and this. There is only a small amount of boilerplate code to add:
using UnityEngine;
class MyScript : MonoBehaviour
{
// all of your normal MonoBehaviour code can go here
#if !UNITY_EDITOR
public TestMB(IntPtr ptr) : base(ptr) { }
#endif
}
the #if instruction means that this code should compile in both the Unity Editor and in a MelonLoader mod, so that you can keep your code unified and test in the editor with ease.
This tech is still not totally mature, so I recommend testing out whatever you're doing first before relying on it working. Here's what the mod should support.
Also supported as of 2.0 (should work):
This is what this mod is used for, and it is very simple:
FieldInjector.SerialisationHandler.Inject<MyScript>();
in the OnApplicationStart method is all that is needed. Do not register the class in Il2Cpp with MelonLoader or UnhollowerBaseLib - this mod does that itself and it won't be able to inject the class with fields if it's already injected without fields. Makers of frameworks that load code should consider registering fields for loaded behaviours automatically.
FieldInjector.SerializeField attribute to force serialisation of a non-public field.