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Thanks for the additions Drew! In the future, if this work ever becomes more popular we can add a little animation on how to run everything, like a tl;dr demo. But this is good for now :).

Comment threadREADME.md
Everything in ts needs to be compiled. index.out.js is the compiled ts code and is the only ts dependency that run.py needs. To compile, run the compile.sh script in the ts folder to produce the index.out.js file.


Usage: python3 run.py \<device name\> \<host package\> \<script.json\>

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Let's remove this run.py command entirely just so we don't confuse users. run.py was originally suppose to also include support for running one package at a time. autovr.py now achieves this.

Comment threadREADME.md

First ensure Frida server is running on the device. More details can be found [here](https://frida.re/docs/android/).

Build the AutoVR codebase. In the `ts/` directory, run:

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nit: "Build the AutoVR injected Frida codebase." or something similar.

Comment threadREADME.md
./compile.sh
```

This should complete building the AutoVR codebase. Next we need to generate the `script.json` file.

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nit: "AutoVR injected Frida codebase." or something similar.

Comment threadREADME.md
apktool d <apk path>.apk
```

We then need to run [Il2CppDumper](https://github.com/Perfare/Il2CppDumper) on the dissassembled apk. This can be done using:

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Not entirely necessary, but a side not that not all Unity games will be compiled using IL2CPP. Maybe we should add something in the main header saying AutoVR can only run on IL2CPP compiled Unity games.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Thanks for the additions Drew! In the future, if this work ever becomes more popular we can add a little animation on how to run everything, like a tl;dr demo. But this is good for now :).

Comment threadREADME.md
Everything in ts needs to be compiled. index.out.js is the compiled ts code and is the only ts dependency that run.py needs. To compile, run the compile.sh script in the ts folder to produce the index.out.js file.


Usage: python3 run.py \<device name\> \<host package\> \<script.json\>

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Let's remove this run.py command entirely just so we don't confuse users. run.py was originally suppose to also include support for running one package at a time. autovr.py now achieves this.

Comment threadREADME.md

First ensure Frida server is running on the device. More details can be found [here](https://frida.re/docs/android/).

Build the AutoVR codebase. In the `ts/` directory, run:

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nit: "Build the AutoVR injected Frida codebase." or something similar.

Comment threadREADME.md
./compile.sh
```

This should complete building the AutoVR codebase. Next we need to generate the `script.json` file.

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nit: "AutoVR injected Frida codebase." or something similar.

Comment threadREADME.md
apktool d <apk path>.apk
```

We then need to run [Il2CppDumper](https://github.com/Perfare/Il2CppDumper) on the dissassembled apk. This can be done using:

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Not entirely necessary, but a side not that not all Unity games will be compiled using IL2CPP. Maybe we should add something in the main header saying AutoVR can only run on IL2CPP compiled Unity games.

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@drewrip@jkim-y
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Thanks for the additions Drew! In the future, if this work ever becomes more popular we can add a little animation on how to run everything, like a tl;dr demo. But this is good for now :).

Comment threadREADME.md
Everything in ts needs to be compiled. index.out.js is the compiled ts code and is the only ts dependency that run.py needs. To compile, run the compile.sh script in the ts folder to produce the index.out.js file.


Usage: python3 run.py \<device name\> \<host package\> \<script.json\>

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Let's remove this run.py command entirely just so we don't confuse users. run.py was originally suppose to also include support for running one package at a time. autovr.py now achieves this.

Comment threadREADME.md

First ensure Frida server is running on the device. More details can be found [here](https://frida.re/docs/android/).

Build the AutoVR codebase. In the `ts/` directory, run:

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nit: "Build the AutoVR injected Frida codebase." or something similar.

Comment threadREADME.md
./compile.sh
```

This should complete building the AutoVR codebase. Next we need to generate the `script.json` file.

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nit: "AutoVR injected Frida codebase." or something similar.

Comment threadREADME.md
apktool d <apk path>.apk
```

We then need to run [Il2CppDumper](https://github.com/Perfare/Il2CppDumper) on the dissassembled apk. This can be done using:

Copy link
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Not entirely necessary, but a side not that not all Unity games will be compiled using IL2CPP. Maybe we should add something in the main header saying AutoVR can only run on IL2CPP compiled Unity games.

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@drewrip@jkim-y
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Thanks for the additions Drew! In the future, if this work ever becomes more popular we can add a little animation on how to run everything, like a tl;dr demo. But this is good for now :).

Comment threadREADME.md
Everything in ts needs to be compiled. index.out.js is the compiled ts code and is the only ts dependency that run.py needs. To compile, run the compile.sh script in the ts folder to produce the index.out.js file.


Usage: python3 run.py \<device name\> \<host package\> \<script.json\>

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Let's remove this run.py command entirely just so we don't confuse users. run.py was originally suppose to also include support for running one package at a time. autovr.py now achieves this.

Comment threadREADME.md

First ensure Frida server is running on the device. More details can be found [here](https://frida.re/docs/android/).

Build the AutoVR codebase. In the `ts/` directory, run:

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nit: "Build the AutoVR injected Frida codebase." or something similar.

Comment threadREADME.md
./compile.sh
```

This should complete building the AutoVR codebase. Next we need to generate the `script.json` file.

Copy link
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nit: "AutoVR injected Frida codebase." or something similar.

Comment threadREADME.md
apktool d <apk path>.apk
```

We then need to run [Il2CppDumper](https://github.com/Perfare/Il2CppDumper) on the dissassembled apk. This can be done using:

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

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Not entirely necessary, but a side not that not all Unity games will be compiled using IL2CPP. Maybe we should add something in the main header saying AutoVR can only run on IL2CPP compiled Unity games.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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Thanks for the additions Drew! In the future, if this work ever becomes more popular we can add a little animation on how to run everything, like a tl;dr demo. But this is good for now :).

Comment threadREADME.md
Everything in ts needs to be compiled. index.out.js is the compiled ts code and is the only ts dependency that run.py needs. To compile, run the compile.sh script in the ts folder to produce the index.out.js file.


Usage: python3 run.py \<device name\> \<host package\> \<script.json\>

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Let's remove this run.py command entirely just so we don't confuse users. run.py was originally suppose to also include support for running one package at a time. autovr.py now achieves this.

Comment threadREADME.md

First ensure Frida server is running on the device. More details can be found [here](https://frida.re/docs/android/).

Build the AutoVR codebase. In the `ts/` directory, run:

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nit: "Build the AutoVR injected Frida codebase." or something similar.

Comment threadREADME.md
./compile.sh
```

This should complete building the AutoVR codebase. Next we need to generate the `script.json` file.

Copy link
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nit: "AutoVR injected Frida codebase." or something similar.

Comment threadREADME.md
apktool d <apk path>.apk
```

We then need to run [Il2CppDumper](https://github.com/Perfare/Il2CppDumper) on the dissassembled apk. This can be done using:

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

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Not entirely necessary, but a side not that not all Unity games will be compiled using IL2CPP. Maybe we should add something in the main header saying AutoVR can only run on IL2CPP compiled Unity games.

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2 participants

@drewrip@jkim-y
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Thanks for the additions Drew! In the future, if this work ever becomes more popular we can add a little animation on how to run everything, like a tl;dr demo. But this is good for now :).

Comment threadREADME.md
Everything in ts needs to be compiled. index.out.js is the compiled ts code and is the only ts dependency that run.py needs. To compile, run the compile.sh script in the ts folder to produce the index.out.js file.


Usage: python3 run.py \<device name\> \<host package\> \<script.json\>

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Let's remove this run.py command entirely just so we don't confuse users. run.py was originally suppose to also include support for running one package at a time. autovr.py now achieves this.

Comment threadREADME.md

First ensure Frida server is running on the device. More details can be found [here](https://frida.re/docs/android/).

Build the AutoVR codebase. In the `ts/` directory, run:

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nit: "Build the AutoVR injected Frida codebase." or something similar.

Comment threadREADME.md
./compile.sh
```

This should complete building the AutoVR codebase. Next we need to generate the `script.json` file.

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nit: "AutoVR injected Frida codebase." or something similar.

Comment threadREADME.md
apktool d <apk path>.apk
```

We then need to run [Il2CppDumper](https://github.com/Perfare/Il2CppDumper) on the dissassembled apk. This can be done using:

Copy link
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Not entirely necessary, but a side not that not all Unity games will be compiled using IL2CPP. Maybe we should add something in the main header saying AutoVR can only run on IL2CPP compiled Unity games.

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@drewrip@jkim-y
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Thanks for the additions Drew! In the future, if this work ever becomes more popular we can add a little animation on how to run everything, like a tl;dr demo. But this is good for now :).

Comment threadREADME.md
Everything in ts needs to be compiled. index.out.js is the compiled ts code and is the only ts dependency that run.py needs. To compile, run the compile.sh script in the ts folder to produce the index.out.js file.


Usage: python3 run.py \<device name\> \<host package\> \<script.json\>

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Let's remove this run.py command entirely just so we don't confuse users. run.py was originally suppose to also include support for running one package at a time. autovr.py now achieves this.

Comment threadREADME.md

First ensure Frida server is running on the device. More details can be found [here](https://frida.re/docs/android/).

Build the AutoVR codebase. In the `ts/` directory, run:

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nit: "Build the AutoVR injected Frida codebase." or something similar.

Comment threadREADME.md
./compile.sh
```

This should complete building the AutoVR codebase. Next we need to generate the `script.json` file.

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nit: "AutoVR injected Frida codebase." or something similar.

Comment threadREADME.md
apktool d <apk path>.apk
```

We then need to run [Il2CppDumper](https://github.com/Perfare/Il2CppDumper) on the dissassembled apk. This can be done using:

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Not entirely necessary, but a side not that not all Unity games will be compiled using IL2CPP. Maybe we should add something in the main header saying AutoVR can only run on IL2CPP compiled Unity games.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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@Jkim-Hack Let me know if you think I missed anything

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Thanks for the additions Drew! In the future, if this work ever becomes more popular we can add a little animation on how to run everything, like a tl;dr demo. But this is good for now :).

Comment threadREADME.md
Everything in ts needs to be compiled. index.out.js is the compiled ts code and is the only ts dependency that run.py needs. To compile, run the compile.sh script in the ts folder to produce the index.out.js file.


Usage: python3 run.py \<device name\> \<host package\> \<script.json\>

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Let's remove this run.py command entirely just so we don't confuse users. run.py was originally suppose to also include support for running one package at a time. autovr.py now achieves this.

Comment threadREADME.md

First ensure Frida server is running on the device. More details can be found [here](https://frida.re/docs/android/).

Build the AutoVR codebase. In the `ts/` directory, run:

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nit: "Build the AutoVR injected Frida codebase." or something similar.

Comment threadREADME.md
./compile.sh
```

This should complete building the AutoVR codebase. Next we need to generate the `script.json` file.

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nit: "AutoVR injected Frida codebase." or something similar.

Comment threadREADME.md
apktool d <apk path>.apk
```

We then need to run [Il2CppDumper](https://github.com/Perfare/Il2CppDumper) on the dissassembled apk. This can be done using:

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Not entirely necessary, but a side not that not all Unity games will be compiled using IL2CPP. Maybe we should add something in the main header saying AutoVR can only run on IL2CPP compiled Unity games.

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