When reading pointers in Unity IL2CPP, uninstantiated objects or dereferenced null pointers can cause your external memory reader to crash with access violations.
Safe Pointer Validation Routine:
template <typename T>
bool SafeRead(uintptr_t address, T& out) {
if (address < 0x10000 || address > 0x7FFFFFFFFFFF) return false; // Canonical userland memory range
return ReadProcessMemory(hProcess, (LPCVOID)address, &out, sizeof(T), nullptr);
}Always validate pointer addresses before dereferencing chained offsets like player -> model -> mesh -> bones.