Asset Bundle Extractor

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Dallas Whitmoyer

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Dec 31, 2023, 3:28:56 AM12/31/23
to giathanncryspen
Asset Bundle Extractor (UABE) is a 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.
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)
asset bundle extractor
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.
Wil check this awesum tool tomorrow this has some hight priority thank you der popo and if I understand you corectly we can extract assets from bundles and edit the assets whit this ore edit the bundles.
Does import .obj mesh files in to this work, every time i try to do it either by selecting "Import raw" and choosing the .obj file my game will crash when that object is being loaded, even if i dont edit the mesh at all and just export then re-import it it causes a crash, also the program seems to have bugged out on me and is no longer showing the proper names for certain assets, like for example if theirs dirt and dirt_1 they will both show as just dirt and attempting to replace either one after saving and reloading the asset will cause it to change to an unnamed asset, they still seem to work fine but it makes it super difficult to find a specific one.
1. Exporting a .obj file seems to not export the bones of the mesh, if i make a dump file of a mesh, then export it as an .obj and put it in unity and build the scene and get that .obj back into a .asset file then export the dump of the mesh again the two dumps are significantly different, mainly the one missing the bones information as well as some other things.
2. The program seems to have bugged out and now when opening a .assets file that has multiple files with similar names like "torso_0" and "torso_1" for example the similar named files all display the same name so they would both display "torso", which makes finding specific files a bit of a pain at times. I was wondering is their any cache file or any like database type file or temp files or anything that the program saves somewhere that I could delete to potentially fix this bug?
2. UABE doesn't compare the names of files in the asset list. If the files have their m_Name field different than what is displayed in the list, it likely is due to the ResourceManager asset (which contains a name table). If only the names shown in the list differ with the exported names, then it's because it adds numbers at the end to not overwrite other exported files because they have the same name.
It displayed the names correctly before when i first downloaded it, I'm using it on a game called Planet Explorers and it the asset file has a lot of meshes and textures named body_0, body_1, body_2 etc. and originally it displayed these correctly in the list but after using it for awhile it now only displays them all as just body instead of their proper names which is why i described it as a "bug" and was wondering if there were any temp files or cache's the program stores that might have messed up that I could delete to potentially fix it.
I downloaded this, opened it, clicked file, navigated to the 7D2D Bundles folder, and clicked the BlockTextureAtlases. I then click Export, it told me to save, so I saved it as 7D2DBlockTextures on my desktop. I then opened unity to try to import, trying custom assets package and import asset, but it won't show up, so am I doing this correctly? I am very new to assets and unity and importing/exporting stuff.
The Unity Editor doesn't open .assets files or bundles. UABE can do both (despite its name). Press the Info button or open the exported .assets file to view the content. There are some plugins for different asset types such as textures and text.
Direct mesh importing is not supported yet but you could build a scene with Unity that contains your meshes (the Unity versions should match), export the meshes raw with UABE and import the raw files to 7dtd's assets (by creating a new asset for each asset to import). If you import GameObjects, the references to the dependencies must be patched (export dump, correct the PPtrs with an editor, import dump).
I've downloaded and used this version of Unity Asset Bundle Extractor ( ), opened the resources.assets file located in C:\Program Files (x86)\Steam\steamapps\common\Ultimate Admiral Dreadnoughts\Ultimate Admiral Dreadnoughts_Data, selected the "provinces" TextAsset file and hit "Export Dump" as a .txt, and manually edited all the lines I needed to.
Where I'm getting stuck is the Asset Bundle Extractor seeming to fail to save and apply the edited resources.assets file. When I hit "Save and Apply All," I'm prompted to save a modified "resources.assets-mod" file. I believe the next step here is to back up the original resources.assets file, close UAD and UABE if still open, move the modified resources.assets-mod file into the C:\...\Ultimate Admiral Dreadnoughts_Data directory, and rename the modified file by deleting "-mod" so that the game recognizes it as the resources.assets file on launch. However, when I launch the game again... nothing has changed about the map. I skipped this by just using UABEA, which doesn't screw up the resources.assets file when I try to save it.
I have since verified using UABEA that my resources.assets is indeed modified, but when I launch the game the map is unchanged, and when I check the file again it's reverted back to vanilla. Does anyone know if there's another file I'm supposed to be editing and why my changes are being overwritten on game launch?
This tool enables the user to view and edit the configuration of assetAny media or data that can be used in your game or Project. An asset may come from a file created outside of Unity, such as a 3D model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info
See in Glossary bundles for their Unity project. It will block editing that would create invalid bundles, and inform you of any issues with existing bundles. It also provides basic build functionality.
Use this tool as an alternative to selecting assets and setting their asset bundle manually in the inspector. It can be dropped into any Unity project with a version of 5.6 or greater. It will create a new menu item in Window > AssetBundle Browser. The bundle configuration and build functionality are split into two tabs within the new window.
This window provides an explorer like interface to manage and modify asset bundles in your project. When first opened, the tool will parse all bundle data in the background, slowly marking warnings or errors it detects. It does what it can to stay in sync with the project, but cannot always be aware of activity outside the tool. To force a quick pass at error detection, or to update the tool with changes made externally, hit the Refresh button in the upper left.
If a bundle has at least one sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary in it (making it a scene bundle) and non-scene assets explicitly included, it will be marked as having an error. This bundle will not build until fixed.
View assets explicitly included in bundle. These are assets that have been assigned a bundle explicitly. The inspectorA Unity window that displays information about the currently selected GameObject, Asset or Project Settings, allowing you to inspect and edit the values. More info
See in Glossary will reflect the bundle inclusion, and in this view they will say the bundle name next to the asset name.
View assets implicitly included in bundle. These assets will say auto as the name of the bundle next to the asset name. If looking at these assets in the inspector they will say None as the assigned bundle.
These assets have been added to the selected bundle(s) due to a dependency
See in Glossary on another included asset. Only assets that are not explicitly assigned to a bundle will be implicitly included in any bundles.
As multiple assets can share dependencies, it is common for a given asset to be implicitly included in multiple bundles. If the tool detects this case, it will mark both the bundle and the asset in question with a warning icon.
Drag assets from the Project Explorer into this view to add them to the selected bundle. This is only valid if only one bundle is selected, and the asset type is compatable (scenes onto scene bundles, etc.)
The Build tab provides basic build functionality to get you started using asset bundles. In most profressional scenarios, users will end up needing a more advanced build setup. All are welcome to use the build code in this tool as a starting point for writing their own once this no longer meets their needs. Interface:
11 Months and no honest answer? Anyway, use the unpackassets editor extension to import the *.cab file... you will have to use * in the file selector, but you will be able to import the whole cab file... you will get all the assets plus a monoscript resource file which is a symbolic link to the actual scripts but will usually crash the unity compiler... so delete or move it out of the project folder and restart unity. Use ILSpy or .NetReflector8 to decompile the scripts. The scripts are contained within the Assembly-CSharp.dll, Assembly.Csharp-firstpass.dll, Assembly.UnityScript.dll, and Assembly.UnityScript-firstpass.dll. If you had kept the monoscript folder you can see what reference scripts are being referenced and use those to recompile the project file. That part is a pain in the butt. The meshes and prefabs along with gameObjects often get imported fine within unity; you can export them for later use, or use X-Change3d by bloodysoft (in the unity store) to export them as fbx as I do to modify them. Anyway... this should help you for a start if you are still interested...
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