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Thread: Unity Assets Bundle Extractor

  1. #661
    Colony Founder n2n1's Avatar
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    Moderators, why unSticky this thread ?

  2. #662
    Guppycurian Forum Whore Guppycur's Avatar
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    Too many stickies, so now there's a master list.

  3. #663
    Colony Founder n2n1's Avatar
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    A18 switched to Unity 2019.
    Will You add Unity 2019 support for us when the A18 comes out ?

  4. #664
    Guppycurian Forum Whore Guppycur's Avatar
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    Define unity support?

    ...I'd guess about as much as there is now...

  5. #665
    Colony Founder n2n1's Avatar
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    pfft.... i thought the new number of the year meant something new...
    good! less change means less work

  6. #666
    Zombie Hunter DerPopo's Avatar
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    Unity 2019.1 support looks good so far, the file format changes are minor. I'll try to get it released soon.

  7. #667
    Colony Founder n2n1's Avatar
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    Good news! Thank You!
    Good to see(read) You again!

  8. #668
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    is there a simple command to extract all the files and keep the file tree intact.. ie sound/models/ etc..

    me

  9. #669
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    is there a easy way to convert raw files (.dat) from Unity version 5.6.4 to 2017.4.18
    like batch job? cuz i have a lot of .dat files to fix :'(

  10. #670
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    Created an account to thank you DerPopo for this tool. I'm having a lot of fun poking around. I could use some documentation, maybe a readme file that goes over how to handle monobehaviors and animations.

  11. #671
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    Hallo, is there any way to make a mod that modifies multiple bundles at once? Or failing that, at least a way to run the .exe mods without clicking through the UI? I have a mod that affects 23 unity3d files, so I ended up with 23 different mod files, and I get kind of tired re-applying them all each time the game is patched. :P

    Thanks friends. ^_^

  12. #672
    Colony Founder n2n1's Avatar
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    Quote Originally Posted by Berzee View Post
    Hallo, is there any way to make a mod that modifies multiple bundles at once? Or failing that, at least a way to run the .exe mods without clicking through the UI? I have a mod that affects 23 unity3d files, so I ended up with 23 different mod files, and I get kind of tired re-applying them all each time the game is patched. :P

    Thanks friends. ^_^
    I do not know the answer to your question, but if no one answers you for a long time - look at the whole thread, such questions have already been, perhaps you will find the answer.

  13. #673
    Zombie Hunter DerPopo's Avatar
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    2.2stablec is out with 2018.4 and 2019.1 support, along with an updated API.



    Quote Originally Posted by Berzee View Post
    Hallo, is there any way to make a mod that modifies multiple bundles at once? Or failing that, at least a way to run the .exe mods without clicking through the UI? I have a mod that affects 23 unity3d files, so I ended up with 23 different mod files, and I get kind of tired re-applying them all each time the game is patched. :P

    Thanks friends. ^_^
    You can create mod installer packages for the different bundles and finally create a standalone installer for all bundles using Import Package.

  14. #674
    Colony Founder n2n1's Avatar
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    Thanks for the Update!!!

  15. #675
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    Hi DerPopo!

    Thanks for your work on UABE. I've found it very useful.

    Is is possible to keep GameObjects intact instead of exporting just the files it contains?
    Maybe like exporting them to a .unity3d package instead of raw files.

    Or is the only option to piece the files back together in unity?

    Thanks!

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