OverlayDearImGui BepInEx5
Overlay Window for Dear ImGui
About this mod Author’s original text
OverlayDearImGui.BepInEx5
Creates an overlay window that renders Dear ImGui over the process of your choice.
Does not work when the target application is exclusively full-screen.
Usage
The keybind for bringing up the cursor for interaction is by default the Insert key, which can be modified in the configuration file.
Mod Developers
Download this package and the OverlayDearImGui.Shared dependency. Add a reference to ImGui.NET.dll (from Shared) and OverlayDearImGui.BepInEx5.dll (from this package) in your C# project.
Above your BaseUnityPlugin class definition:
[BepInDependency(OverlayDearImGuiBepInEx5.PluginGUID)]
In OnEnable:
OverlayDearImGui.Overlay.Render += MyUI;
Example Render Function:
private static float _lastRefreshTime = -Mathf.Infinity;
private static GameObject _cachedInstances = Array.Empty();
private static void MyUI()
{
if (ImGui.BeginMainMenuBar())
{
if (ImGui.BeginMenu("Debug", true))
{
if (ImGui.MenuItem("Open Debug Window", null, _isMyUIOpen))
{
_isMyUIOpen ^= true;
}
ImGui.EndMenu();
}
ImGui.EndMainMenuBar();
}
if (!_isMyUIOpen)
{
return;
}
if (Time.realtimeSinceStartup - _lastRefreshTime >= 2f)
{
_cachedInstances = UnityEngine.Object.FindObjectsOfType();
_lastRefreshTime = Time.realtimeSinceStartup;
}
if (ImGui.Begin("GameObject Debug Viewer", ImGuiWindowFlags.AlwaysAutoResize))
{
ImGui.Text($"Found {_cachedInstances.Length} GameObject instances:");
for (int i = 0; i < _cachedInstances.Length; i++)
{
var stuff = _cachedInstances[i];
if (stuff == null)
{
continue;
}
var name = stuff.gameObject.name;
var pos = stuff.transform.position;
var active = stuff.gameObject.activeInHierarchy;
ImGui.Separator();
ImGui.Text($"[{i}] Name: {name}");
ImGui.Text($" Active: {active}");
ImGui.Text($" Position: {pos}");
}
ImGui.End();
}
}
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: