seriouscache / uabe Goto Github PK
View Code? Open in Web Editor NEWAsset Bundle Extractor
Asset Bundle Extractor
@kbranigan and I have been attempting to programmatically create AssetBundles to be accessed by Unity dynamically. We've been trying desperately to find any file format reference documentation, including attempting to analyze disunity to see what we're doing wrong.
You obviously have this figured out. Is there any chance we could hire you for a Skype chat or something so we can hopefully figure out what we're doing wrong in our attempts to generate an AssetBundle from scratch?
please add export all file to png feature,
please add open multiple files, so we can convert all images to png with your plugin
thank you very much.
I dont know what I'm doing wrong but even tho I already opened a .assets file it still says no file opened. :/
Hi, i tried to sign up at the 7daystodie forum but you must have an account in that game and not just the forum in order to post or communicate there, so here i am. :)
I use this tool more than most other unity tools and this one has the potential to be the best around.
I just wanted to request support for compressed mesh and textures.
I am seeing a lot of these in different games and adding support for them would be a step closer to perfection! Thanks :)
@DerPopo texture format no 32bit-A8R8G8B8 choice
I want scrips and shader extract feature.
Asset Bundle Extracter is the best tool kit, but I'm really sad that I can only extract sounds and models, textures...:(
Hi there.
This prog is great, but it doesn't work 100% on Unity 5 files, for example on files from Hearthstone.
Here is the files that I'm referring to, for your reference: https://www.dropbox.com/s/wsd3u4pb3xl4roc/spellsjaJP0.unity3d?dl=0 and https://www.dropbox.com/s/rdivj7rd6pzi7wq/soundsjaJP0.unity3d?dl=0 .
I don't know ALOT about this stuff, but I'm guessing that the files haven't been mapped yet, and that's why most (about 70%) of the files that are shown by the UABE shows as "unknown asset".
I know that the 2 files contain .ogg audio files, and your UABE tool can only extract about 30% of them currently.
It would be awesome if the tool could be updated to allow for 100% extraction of these 2 files.
Your work is appreciated!
Hey,
I'm currently trying to "patch" a resource inside a single asset file by simply replacing it. If I use UABE it works like a charm but I plan to write a small tool to do this "silent" without the need for user input.
So far I checked all the header-files (especially the AssetsReplacer since that one sounds promising :p) but I'm not really versed in C++ and I don't get how to use it.
Is there any chance you could provide me short description on what to do and what the parameters mean or (some example code)?
Thanks in advance and thanks for this great tool :)
Add a search for assets by name or type and a goto file/path id.
Additionally add some sorting (maybe even a tree view sorted by the asset types?)
I saw somewhere that you can bulk export textures by selecting the textures you want then export to .png. The issue I'm having is that all the files a want to export have the same name (e.g. all of them are named face_ab.png) so when I export them I end up getting one png instead of the amount I selected originally as they are obviously overwriting eachother.
Is there anyway around this? In the export plugin is there a way to check if the .png has the same name and if it does add a number to the file name as Windows does when there is a duplicate file?
export texture2d resource to .tga & .png .
I got the .tga file but not correct color...
unity 5.0
There's a small change in the Texture2D format.
TODO : Use the type data to read the asset and update the Edit dialog
How to extrat shader&Script?
I've been trying to extract some assets from a game with mixed results with your tool. However, your tools has been able to do much more than any other tools I've seen (most will crash/error out). I would like to contribute to it and fix my issues with it if possible.
In my case, extracting some texture2d give bad results. I've tried "edit" and changing the format to no avail.
Unity 5.3 (to be released on 8 December) will be able to generate LZ4 compressed bundle files, currently only LZMA bundles are supported by UABE.
I currently have to sort through hundreds of asset files to check whats inside them. Is there a way you could add an option to open multiple files at once?
All the files are similar to the file I sent you a few weeks ago.
Hello, I recent met a VN game which major images are separated in originalname.ext.utage format eg: bg.png.utage. It's high appreciated if you have time look at this case.
(just for the changelog)
so i tried to rip character from Block n load and i have a problem where the UV mapping exports wrong and it doesn't export the uv map as it should. i tried to rip something else from different game and it did the same thing as it did with the character. i think this is happening to those models that have bones. this is how Distance's car UV map look like after exporting to OBJ http://i.imgur.com/foy3RKe.png i hope you fix this since i would really like to get characters from block n load and the distance car.
also im really thankful you created this tool. it's really really great and i love it! :D
oh and i forget to mention. sorry for my English. i'm from Czech Republic
Hi there. I am trying to mod a game made with unity 5 and I tested any tool I could find on the internet for days.
Your tool is the one who works best, because it can open both level/maindata files and .assets, but it doesn't work correctly meaning that I can only export one file per time. Is there a fix for that?
I also found some game files which contain item stats (defenses, damages and so on), but I can only export them to .dat (RAW) and I can't read the numbers.. do you know how to?
And last thing, is out there a plugin to convert movietextures?
Thanks! Great job on UABE.
I've been extracting the sounds from the recent title "The Lab" and noticed something after extracting samples, looped wave files have a very audible pauses at the end of each file, these pauses range from 3000 - 4095 samples from what I've seen and the length seems to be random. The most plausible solution would be to trim the files, from the end until a value not equal to 0 is met.
If a patch could be made that would be great.
I'll provide 6 raw wave files in the zip as examples.
inerior_03.wav contains 3713 extra samples.
inerior_04.wav contains 3947 extra samples.
inerior_05.wav contains 3524 extra samples.
conveyorBelt_01.wav contains 4095 extra samples.
computers_01.wav contains 4095 extra samples too for some reason.
chopper_engine_lp_02.wav contains 3333 extra samples.
Regex filter for name and a filter for type would help very much when you are looking for something specific.
How can I get animationclip using this tool?
Recently I met a game which seemed resources are not in one resources.assets file, there were two other files correspond it: resources.assets.resS(bigger file size) and resources.resource (bigger file size)
any updates? I'll post game link if need.
Hello,
Is there any way I can batch export the AudioClip in a bundle file? I can extract a single file, but it's inconvenient since the file name isn't taken over to the save screen. Moreover, there are hundreds of files to be exported, so it is a pain to do it one by one. This could be helpful with other type of data as well.
This tool is the only one working right now.
Thanks,
Some time ago you wanted to share the tool for extracting classdata from unity player. Do you still have plans to do this? Sometimes 4.5 classdata not enough to work with older unity assets.
Below a few suggestions to improve the search feature:
(already added, this issue is just a reminder for the changelog)
Thanks a lot for the new version!
Do you have any idea how to open MonoBehaviour type of files?
Look at this for example: http://www.filedropper.com/aa_3 . It's easy to understand what's going on inside the file, but sometimes it's hard to read (when values are present).
Additionally, I have to report that using the plugin to export Texture2D makes the app crash, at least for most of the files.
P.S. Any chance for animations to be opened in the future?
As title says, newest version is not supported yet.
Please add support for it :)
Trying to extract a texture from resources.assets using the plugin but keep getting the same error (Unable to open streamed data file), followed by an unable to convert texture data.
Add asset extracting/importing functionality to the command-line.
Hello.
I want to start by thanking you for making this program, it was a real help in ripping models to rig. I have an issue though: upon selecting a texture, hitting the "Plugins" button, and selecting either "Export to .png" or "Export to .tga," the program hangs entirely. The "Edit" plugin functions flawlessly, but the texture output buttons do not.
Here is the information about my project:
Any help would be appreciated. Thank you!
-Parker
Hello, first of all your tool is my lifesaver.
I can export almost all of the textures from my assets, however some Texture2D objects get exported with wrong color because they are in RGB565 format for some reason. If I try to edit and change to RGBA32 the software just crashes.
Can anything be done to export it as png or tga, I need it so badly.
When you add new file to assets-file, first 4 bytes must be changed.
value = data offset - header size - alignment bytes length.
I've been using this tool successfully over different projects until I stumbled upon a new .assetbundle
format which, when attempting to open it, renders the application unresponsive.
Is it a valid use case? If so, are there any plans to add support for it?
First I'll thanks author for this useful tool.
I just upgrade my system from Win8.1 to Win10, and the export sound from AudioClip plugin behavior cannot work(version 1.8.1, both x86 and x64), it prompts:"Unable to create a sound object".
Version 1.8.1 works fine on Win8.1 system.
And version 1.9 cannot work either on Win8.1 or Win10, click the plugin "export sound" without any response.
The unity3d file is a BGM of UnityFS 5.3.5f1 format.
It's already fixed internally (for 1.8.1b) and only put here for reference :
Loading and decompressing bundles doesn't touch the blocks' compression type, only the one for the block/directory info.
Decompressed bundles therefore aren't readable by Unity and it can't decompress blocks with another compression than the initial info block (Unity sometimes mixes LZ4 and LZMA).
Also, it wouldn't read any 5.3 LZMA data correctly because the LZMA header doesn't contain the decompressed size.
The time inserting one field of an asset into the TreeView takes increases linearly with the amount of items already added (which means that the required time increases quadratically).
This is caused by how Win32's tree view stores the data.
Inserting the items in reverse order solves the problem. I already implemented that for the next release.
FIle:http://www.rc.dmmgames.com/files/AssetBundles/5.3/Android/sound/cv_30444_000
File format: UnityFs 5.3.4f1
I try to extract wav files but when I press OK, nothing happens.
How can I do?
would you be able to update this to work with Unity 5.4 assets? although its still in beta iv already found something that uses it: Valve's collection of VR demos "The Lab", its free on Steam. if you don't have Steam i can send you over some files to help
Unity's texture start at the bottom left (and therefore are vertically mirrored) according to their Texture2D.GetPixel documentation. Therefore, it's necessary to normalize it.
(Already did that for .tga, still need to do that for .png)
Hi, I'm trying to modify .assets files for Darkwood with your tool (v.1.8.1). It said by developers that game is currently uses Unity v.5.3.1p3 and when I try to export 2D textures with png or tga plugin, program crashes. But sometimes textures exported correctly or exported as random chaotic range of pixels. Most of times it's just crashes.
Can you help me with this issue? I can give you files or information you request.
Thanks for a great product! Is there a plugin for exporting assets of type Sprite?
How do I write my own plugins?
Cheers
Hi DerPopo,
I would like to thank you for this freat tool you provided us.
I'm trying to use UABE to translate game contents.
To do that I open the resource.asset file and look for the textasset type files (as someone said before me a search option or some kind of filtering would be great).
Once I find them I use the Text Plugin to export them creating a .txt file, I edit the file translating only the strings that need to be translated and save it.
Then when I go back to UBAE to import my file back into the asset bundle it seems it doesn't make any changes. It doesn't replace the file with the one i edited.
Am I doing it the wrong way? Do you have any suggestions?
Thank you in advance for your consideration.
There is no plugin to convert meshes.
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.