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  1. #1
    Zombie Hunter DerPopo's Avatar
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    Unity Assets Bundle Extractor

    Ancient version 1.0 screenshot
    Screenshot.PNG

    Unity Assets Bundle Extractor (UABE) is a stylish tool that allows editing asset bundles and .assets. It can export .assets files from bundles, import them back, modify most asset formats with plugins and dumps with type information and create a standalone installer from the modifications.
    I tested this tool with 7 Days to Die's bundles but let me know if you encounter any bugs or if you have suggestions.

    I included a 32bit and a 64bit version although it doesn't use much memory.
    Installers created with the 64bit version can't be used on 32bit systems but an installer package can be exported from the 64bit version and imported in the 32bit version to create a 32bit installer.

    Old changelog : here

    Changes in 2.2 beta1 :
    • Add batch import support for raw assets, dumps, Texture2D, TextAsset, TerrainData and MovieTexture.
    • Add an option to retrieve MonoBehaviour type information from assemblies to create full dumps.
    • Add UABE JSON dump export/import and Unity JsonUtility compatible export.
    • Update plugins for 2017.1.* and 2017.2.*.
    • Add type databases for 2017.1.0f3 and 2017.2.0f3.
    • Add a new dialog View->Containers.
    • Add a new column "Container" to the asset list to show assets grouped together properly. Base container assets can be searched for.
    • Add progress indicators for opening .assets files and batch export/import.
    • Improve performance massively for very large .assets files (opening files, selecting assets, removing assets, adding assets, plugin options).
    • Support RGB9e5Float HDR, RG16 and R8 texture formats (will still be converted from/to normal SDR RGBA32).
    • Add big endian write support (experimental).
    • Redo AssetsFileReader / AssetsFileWriter interfaces and add experimental support for more than 2045 files.
    • Improve streamed data file lookup.
    • Add mip map support to the Texture2D plugin.
    • Add compressed mesh support (experimental).
    • Add bundle compression support (LZMA only, experimental).
    • Add multithread DXT1/5 compression support.
    • Use type information to add valid assets with zeroed fields instead of empty ones.
    • Allow entering a type name instead of a type id for the Add Asset dialog.
    • Fix a bug writing .assets files that caused a missing field which in some cases caused further trouble.
    • Improve bundle decompression for LZ4 files by creating a streamed decompression interface.
    • Make AssetTypeInstance more strict on invalid assets or outdated type information (prevent out of memory crashes when trying to view or export dumps of some assets).
    • Rework the plugin interface.
    • Fix a bug importing .txt dumps with long lines.
    • Update the Texture2D edit dialog to and fix a couple of options to represent the asset format properly.
    • Change the default asset list window size.
    • Change the default name format for exports to allow UABE to find the files for batch import.
    • Make the plugin option list double-clickable.
    • Support longer engine version strings.
    • Hide removed assets from unsaved bundles.
    • Use comctrl32 6.0 for the progress indicators, which also changes the look of dialog controls.
    • Fix a couple of small memory leaks.
    • Fix a bug allowing UABE to close before saving bundles.

    Changes in 2.2 beta2 :
    • Add 2017.3.0f3 support (new class database, updated Texture and Mesh plugins).
    • Fix a memory issue for .txt dumps with many lines larger than 255 bytes.
    • Rework the dependency resolver to support external .assets or streamed data file references from inside a bundle.
    • Fix a crash when trying to compress some texture file formats with mip map support.
    • Fix mip maps of crunched textures.
    • Fix the container name to asset assignment with ResourceManager file tables that have names for multiple File IDs.
    • Fix a crash when an invalid File ID is entered in the Add dialog.


    If you have no forum account but want to give me feature requests or want to report bugs, you can use the github page.

    By downloading and/or using this software, you agree to the terms of its license ("human-readable summary").

    Old releases : here
    API Releases :
    Sample Plugin (here or here)
    2.1d API (here or here)
    2.2 API coming soon

    Releases :

    2.1 (32bit : here or here, 64bit : here or here)
    2.1d bugfix, download 2.1 first (32/64bit : here or here)
    5.6.0f3 type package (for 2.1d): here or here
    2.2 beta1 (32bit : here or here, 64bit : here or here)
    2.2 beta2 (32bit : here or here, 64bit : here or here)
    Last edited by DerPopo; 12-31-2017 at 05:37 PM. Reason: 2.2 beta2

  2. #2
    Colony Founder Pacco's Avatar
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    Hi, I tried it butit always says unknown unable to read Bundle file! (invalid file or unknown version?)
    Tried to open the resources.asset.

  3. #3
    Reconstructionist Curbolt's Avatar
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    Quote Originally Posted by Pacco View Post
    Hi, I tried it butit always says unknown unable to read Bundle file! (invalid file or unknown version?)
    Tried to open the resources.asset.
    As i understand this program unpacks the asset files from the Bundles Folder > BlockTextureAtlases and TerrainTextures > These files can be opened with UAE.

    I tested the tool and it works. Thx @ DerPopo

  4. #4
    Reconstructionist grimreefer24601's Avatar
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    Awesome work DerPopo. Thanks for looking into this for me. Would you mind if I post a link in some other forums? I'll make sure you get full credit.

  5. #5
    Zombie Hunter DerPopo's Avatar
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    Quote Originally Posted by Con Agni View Post
    Cam i beg for an explaining this for some one, who arent familiar at the programing? What this does? how it works step by step?

    Thnx for the reply =)
    This tool extracts .assets files from assets bundles (like BlockTextureAtlases) so you can view them with UAE.
    To extract an .assets file, just press File->Open, select the file, press Export and select the output file.
    To import an .assets file, do the same steps as above but press Import.
    7 Days to Die's block textures are stored in these assets bundles so this allows you to edit them.

    Quote Originally Posted by grimreefer24601 View Post
    Awesome work DerPopo. Thanks for looking into this for me. Would you mind if I post a link in some other forums? I'll make sure you get full credit.
    Of course, feel free to post a link.

  6. #6
    Zombie Hunter
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    Quote Originally Posted by DerPopo View Post
    This tool extracts .assets files from assets bundles (like BlockTextureAtlases) so you can view them with UAE.
    To extract an .assets file, just press File->Open, select the file, press Export and select the output file.
    To import an .assets file, do the same steps as above but press Import.
    7 Days to Die's block textures are stored in these assets bundles so this allows you to edit them.

    Thnx for the reply, and i need to ask another favor, if i did the export, after what need i use, to actualy see the files, and "makes some sense" for a beginner like me. I just can humbly say thnx, for the great community, how they keep us "feed" and help, and still give help to the greens to

  7. #7
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    Quote Originally Posted by Con Agni View Post
    Thnx for the reply, and i need to ask another favor, if i did the export, after what need i use, to actualy see the files, and "makes some sense" for a beginner like me. I just can humbly say thnx, for the great community, how they keep us "feed" and help, and still give help to the greens to
    1. Start UABE
    2. select File-> open and browse for BlockTextureAtlases on my pc its C:\Program Files (x86)\Steam\SteamApps\common\7 Days To Die\Data\Bundles)
    3. Make sure Remove the Treetype is selected in UABE, click EXPORT and save the file as test.asset
    4. Open test.asset in UAE just as you would with sharedasset2.asset or any other asset file. (if you can't see the file make sure that UAE looks for all files instead of just *.asset if you just saved it as test)

  8. #8
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    Good Work DerPopo

  9. #9
    Zombie Hunter
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    Cam i beg for an explaining this for some one, who arent familiar at the programing? What this does? how it works step by step?

    Thnx for the reply =)

  10. #10
    Colony Founder Wsiegel's Avatar
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    Great Job DerPopo, +1 I had a feeling you would crack this given enough time.

  11. #11
    Colony Founder Razzoriel's Avatar
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    Does it work with audio and/or meshes?

    Can it be used to edit existing assets?

  12. #12
    Zombie Hunter DerPopo's Avatar
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    Quote Originally Posted by Razzoriel View Post
    Does it work with audio and/or meshes?

    Can it be used to edit existing assets?
    This is no .assets file editor, it's a tool that extracts .assets files from bundles (like BlockTextureAtlases) so you can edit it with UAE.

  13. #13
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    Quote Originally Posted by Razzoriel View Post
    Does it work with audio and/or meshes?

    Can it be used to edit existing assets?

    Quote Originally Posted by DerPopo View Post
    This is no .assets file editor, it's a tool that extracts .assets files from bundles (like BlockTextureAtlases) so you can edit it with UAE.
    after reading this does not look promising ... im trying to add a custom wav file for a secret chest code i put in the block.xml file..

    what can use/do to bring this into the game so when the secret chest is opened, the custom sound is played..

    thanx for reading

    me

  14. #14
    Zombie Hunter DerPopo's Avatar
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    Here's some eye candy :

    I have made a tree view for assets that uses the type information in asset bundle files. I tested it with multiple Unity 4 and Unity 5 asset bundle files and different asset file formats and it works so far.
    I will add an option to load .assets files to view the asset data of these.

  15. #15
    Zombie Hunter DerPopo's Avatar
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    I have released v1.3. It can show the data of assets in a tree view and now also opens the asset list for .assets files outside a bundle file.
    I am planning to add an export/import button for assets that also allows to read and write type tree dumps.

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