Note: Fetch submodules recursively (with git submodule update --init --recursive
) before build.
The layer (layer/
) depends on CMake, Meson and the Vulkan SDK.
Build and install with:
cd layer
meson build
ninja -C build
meson install -C build --skip-subprojects
The Wine extension (layer/wine/
) additionally depends on a Wine installation and a MinGW toolchain.
Build with:
cd layer/wine
export LIBRARY_PATH="$PWD/../build/" # Required if the layer has not been installed globally
meson build-wine64 --cross cross-wine64.txt
ninja -C build-wine64
meson build-mingw64 --cross cross-mingw64.txt
ninja -C build-mingw64
See install instructions for the locations to copy the files to.
The Unity mod can be built with .NET Core SDK.
cd layer/unity
dotnet build --configuration Release -p:UnityTarget=<TARGET> -p:UnityRuntime=<RUNTIME> LatencyFleX.csproj
<TARGET>
is either 2018.1
or 2019.3
. <RUNTIME>
is Mono
or IL2CPP
.
The combination 2018.1
and IL2CPP
is currently unsupported due to lack of unhollowed DLLs. If you own such games,
you can overwrite the DLLs in unhollowed
with the ones generated by your BepInEx installation to build this combination.