GTracker: Create full Unity game integrations without writing code

GTracker: Create Unity game integrations without writing code

Project: GTracker on GitHub
Example integration: CelSector 1.1.1 EDI Integration

TL;DR

Using GTracker, I was able to fully integrate CelSector with more than 180 scripts in a single afternoon, without touching a single line of code.

GTracker handles the repetitive parts of creating an integration: capturing scenes, using Unity telemetry to isolate animation cycles, generating the Unity/BepInEx mod, mapping animations to scripts, and exporting the EDI Gallery.

It is currently in a very early alpha state, and I cannot promise that I will be able to provide support. However, its Unity Animator workflow already works extremely well for compatible games and allowed me to integrate an entire game surprisingly quickly.

If people actually like this project and it’s helpful I can make a little tutorial/scripting example video.

Why I Made This

I’ve lurked on EroScripts for a while and have amassed a collection of more than 65 integrated games.

Properly integrated games are a mindblowing experience. Having a toy react directly to what is happening in the game adds an incredible extra layer of immersion. Unfortunately, making a complete integration has traditionally required a lot of time and technical knowledge.

Depending on the game and workflow, you might have to:

  • Record or collect footage for every scene.
  • Stitch everything into one giant reference video.
  • Precisely trim every animation loop by hand.
  • Keep scene names, timings, and scripts organized manually.
  • Investigate which Unity animation systems the game uses.
  • Write or update BepInEx plugins for different Unity frameworks.
  • Manually connect runtime animation names to scripts.
  • Rebuild everything whenever mappings change.

That amount of work makes full integrations difficult to produce, especially for people who are not experienced programmers or mod developers.

GTracker is my attempt to make that process much more approachable.

What Is GTracker?

GTracker, currently branded as EDI Integration Studio, is a Windows authoring tool for creating game integrations for Easy Device Integration.

For a well-supported Unity game, the basic workflow is:

  1. Select the game’s executable.
  2. Let GTracker analyze its Unity runtime.
  3. Generate and install the BepInEx integration plugin.
  4. Start the game and enable runtime discovery.
  5. Play an animation for a couple of loops.
  6. Select the detected Unity Animator event and click Capture cycle.
  7. Draw the corresponding funscript curve.
  8. Click Save + lock and continue to the next scene.
  9. Export the finished EDI Gallery.

The generated plugin reports animation names, object paths, loop timing, and other runtime information back to GTracker. For timed animations, GTracker can calculate and capture the exact animation cycle from its rolling screen buffer.

This means you generally do not need to:

  • Create one enormous video containing every scene.
  • Search through that video later.
  • manually trim every animation to exact loop boundaries.
  • Write a custom plugin from scratch.
  • Write code to map every detected animation.
  • Manually maintain framework-specific Unity observer code.

You can capture, script, name, map, and save each scene while you are already looking at it in the game.

Current Unity Support

The generated integration can currently observe several common Unity runtime systems, including:

  • Animator/Mecanim
  • Legacy Animation
  • PlayableDirector/Timeline
  • Mono Spine
  • PlayMaker state changes
  • Unity scene changes

The timed Capture cycle workflow currently works best with Animator/Mecanim and other supported systems that expose reliable playback timing.

Not every Unity game will work automatically. Games can use custom state machines, procedural animation, obfuscated code, native animation systems, or unusual frameworks. Some games may still require manual mappings or a game-specific patch.

How Well Does It Work?

My first major test was CelSector.

With GTracker, I created a full integration containing more than 180 scripts in one afternoon. I did not have to write or edit a single line of code.

The workflow was essentially:

  1. Open a scene in the game.
  2. Let the animation loop.
  3. Select the newest detected Animator event.
  4. Capture the exact cycle.
  5. Draw the motion.
  6. Save and move to the next scene.

The generated plugin then used the saved mappings to trigger the correct EDI scripts during gameplay.

My scripting may not be amazing since I am still new to it, but simply having the toy triggered automatically by the game adds an incredible amount of immersion.

You can find that integration here:

CelSector EDI integration

Alpha Warning

GTracker is in a super alpha state.

Please expect rough edges, incomplete workflows, and compatibility problems. It has primarily been tested through my own integration work, not across every Unity version or game configuration.

Important limitations:

  • Windows x64 only.
  • Primarily intended for Unity games.
  • Compatible games still need to expose detectable runtime events.
  • Screen capture requires a visible windowed or borderless game.
  • Some games will require manual mapping or custom code.
  • Project and captured clip files may contain local paths or captured screen pixels.
  • There is currently no polished installer or stable release process.
  • I am not sure how much user support I will be able to provide.

Please back up your projects and treat the current version as an experimental authoring tool rather than finished software.

Why Share It Now?

Even in its current state, GTracker made a previously intimidating full-game integration achievable in an afternoon.

I am hoping it can eventually make integration authoring accessible to people who are comfortable drawing scripts but are not comfortable reverse-engineering Unity games or writing BepInEx plugins.

Properly integrated games are incredible, and we need more of them. I think we can all agree that the more people who can create and share full integrations, the better.

Links

Feedback and testing reports are welcome, but please keep the alpha status and limited support availability in mind.

Buy Me a Coffee at ko-fi.com

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I hope this means we’ll see more and better integrations in the future.

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Me too!

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This looks awesome. I’ve been trying to build something similar with AI assistance, but it never occurred to me to create something external to Unity that instruments the BepInEx binaries for you.

Think I’ll experiment with this for my next mod. Might just drop whatever I was working on, but maybe there are some ideas I had that you could consolidate into this if you think you’re going to continue expanding on it.

6 Likes

Awesome to hear from you To4st! I love your mods and thanks for all your hard work

I am certainly open to your ideas, can’t promise to get things implemented especially with uni coming up but they’d be awesome to have, you have a lot more experience than I do

The software is very rough around the edges, also tends to slow down when the scene count crosses 100, looking into fixes for that + general QoL stuff when I have the time. If there’s anything you run into that needs to be fixed just let me know

Excellent! This project is going to be a great complement to EDI’s existing features. My goal with EDI has always been to simplify and standardize access to devices through a multimedia playback API, while providing all the tools needed to manage galleries and multiple devices. However, for many years, I’ve seen users really struggle to mod games—myself included. Hopefully, this project will help bridge that gap.

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