Comments (3)
I'm not sure how UABE links to the dlls and I never bothered with it, since most modern games use il2cpp.
Usually, MonoBehaviour objects contain a custom type tree that is used as a variable input for specific functions.
The use is quite diverse, e.g. as instruction set for how to assemble and transform multiple images for a UI, as a list for all game asset files, .....
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The reference to a function of a dll isn't necessary either and if it exists, it's saved as a string.
from unitypy.
Yay, found it. It turns out UABE shows namespace
and assembly_name
of the underlying MonoScript
object there. That got me confused. And the MonoScript
always have them so they can be used like that. It's nice to know that MonoBehaviour
s can contain TypeName
though.
Here is the code for AssetBatchConverter.py
I used to extract MonoBehaviour
s into separate folders by their corresponding namespace:
def export_obj(obj, fpath: str, asset: str) -> list:
format = obj.type
if format not in TYPES: return []
data = obj.read()
name = data.name if (data.name is not None and data.name != '') else "unnamed asset"
fname, extension = os.path.splitext(name)
name = "%s-%s-%d" % (fname, asset, obj.path_id)
fp = os.path.join(fpath, name)
elif format == 'MonoBehaviour':
extension = ".dat"
script = data.script.read()
if not script: return [obj.path_id]
fp = os.path.join(fpath, script.namespace, script.class_name, name)
os.makedirs(os.path.dirname(fp), exist_ok=True)
with open(f"{fp}{extension}", "wb") as f: f.write(data.get_raw_data())
return [obj.path_id]
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