explaingit

ljmng7/ashorthike-ios-port

Analysis updated 2026-05-18

0ShellAudience · researcherComplexity · 5/5Setup · hard

TLDR

A documented research project reconstructing a legally owned copy of the game A Short Hike into a Unity project targeting iOS, with no game files included.

Mindmap

mindmap
  root((AShortHike iOS Port))
    What it does
      Documents game reverse engineering
      Rebuilds a Unity project
      Targets iOS via IL2CPP
    Tech stack
      Unity
      IL2CPP
      Metal
      AssetRipper
    Use cases
      Study game porting research
      Learn Unity decompilation steps
      Understand save file compatibility
    Audience
      Game developers
      Reverse engineers

Code map

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What do people build with it?

USE CASE 1

Read a step by step account of reverse engineering a Unity game from a Steam build.

USE CASE 2

Learn how a save file format's internal naming affects backward compatibility.

USE CASE 3

Study how AssetRipper and ILSpy are used to recover assets and decompiled code.

USE CASE 4

Understand the process of retargeting a Mono based Unity build to IL2CPP for iOS.

What is it built with?

UnityIL2CPPMetalAssetRipperILSpyXcode

How does it compare?

ljmng7/ashorthike-ios-port123satyajeet123/bitnet-serveradeilsonrbrito/cross-model-consult
Stars000
LanguageShellShellShell
Setup difficultyhardeasymoderate
Complexity5/52/53/5
Audienceresearcherdeveloperdeveloper

Figures from each repo's GitHub metadata at analysis time.

How do you get it running?

Difficulty · hard Time to first run · 1day+

Not a runnable project, requires legally owning the original game and a full Unity plus Xcode toolchain to follow along.

No license information was provided, the underlying game remains the property of its original owners.

In plain English

This repository is a written record of a personal technical research project, not a piece of software you can download and run. The author owns a legal Steam copy of the game A Short Hike on macOS and used it as the starting point to study how the game could be rebuilt into a working Unity project and eventually adapted to run on a personal iPhone. The repository itself contains no game files, no decompiled game code, no built app, and nothing you could install. A default setting blocks those files from ever being added to the project by accident. The work is organized as a series of careful, documented steps. First the author inspected the original Steam application without changing anything, confirming details like the exact Unity engine version used, the number of code files inside it, and which parts of the game relied on Apple only tools. Next, the game's compiled code was turned back into readable source code using a decompiling tool, without renaming anything, so the underlying structure stayed intact. The save file system was studied closely too, since the game stores saved progress in a format that depends on exact internal naming, and changing that naming would have broken the ability to load old saves. A separate tool was then used to pull out the game's original art, levels, and other resources from its data files, with the process checked step by step to record what worked and what limitations remained, such as some shader effects not exporting in their original form. All of this fed into rebuilding a new Unity project aimed first at matching the original desktop game exactly, before any changes were made to target Apple's iOS software instead of the original Mono system it was built with. Because the underlying game remains under someone else's copyright, this project is presented purely as documentation of a research process, and the author is careful to note that legal ownership of the original game is required to follow along.

Copy-paste prompts

Prompt 1
Explain why renaming decompiled types would break this game's save file compatibility.
Prompt 2
Walk me through the difference between Mono and IL2CPP scripting backends mentioned here.
Prompt 3
Summarize the tools this research used to recover assets from a Unity build.
Prompt 4
Describe the limitations AssetRipper hit when exporting shaders in this project.

Frequently asked questions

What is ashorthike-ios-port?

A documented research project reconstructing a legally owned copy of the game A Short Hike into a Unity project targeting iOS, with no game files included.

What language is ashorthike-ios-port written in?

Mainly Shell. The stack also includes Unity, IL2CPP, Metal.

What license does ashorthike-ios-port use?

No license information was provided, the underlying game remains the property of its original owners.

How hard is ashorthike-ios-port to set up?

Setup difficulty is rated hard, with roughly 1day+ to a first successful run.

Who is ashorthike-ios-port for?

Mainly researcher.

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