Extract Unity Assets From Apk

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Martha Weitz

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Aug 5, 2024, 7:53:09 AM8/5/24
to taiversgaten
TheUABE can be used to extract asset files from an owned unity game. There are other plugins, however this page currently only covers images. If you figure out how to extract other usable files, please add the info to this page.

These extracted files should only be used for promoting the game (including wiki use), or modding. Using the files to create "original" games violates copyright laws. Always be sure to include license information when using these extracted files.


Unity does not support any functionality to do this. But see the other answer for a solution that might work. However you're not really meant to edit them in the first place. Asset bundles are meant to be created from a set of assets and then loaded into your application.


Depending on how they are created, they can be compressed or uncompressed, and there are platform dependent differences. Heck, there's not even an easy way to see what's in there, besides including a default scriptable object with some table of contents.


Stronghold Definitive Edition has dropped (demo version) on Steam. I am looking for anyone who knows how to extract graphics from Unity engine .assets files which seem to be containing the graphics. They would be good additions to AOE2DE. Having similar quality and utility. Anyone knows anything about this?

Screenshot (242)19201200 424 KB


There are some utils able to extract assets from unity packages however what you buy on the official Unity assets store probably is not allowed to be exported to other engines license wise. You should contact the developer of the assets and ask them. There are Unity assets packages being sold on other sites like cgtrader and turbosquid that give you no restrictions on which engines you use the assets with when the license is royalty free.


Browse to the Asset folder of your Unity project, into which you installed (imported) your Unity package. Then manually drop the FBX or static meshes into Unreal, same for textures. You have to setup materials, and sometimes manually have to assign animation frame ranges (older assets).


You also want to install the image resizer plugin from the market place (free), to resize image sizes (If you want to offer a high quality texture version for later time, i suggest to do this after release). MOST assets use higher default resolutions and can be resized down without issue of loosing too much quality. Weapon textures usually require just 512 res, character meshes are just fine with 1024, same for most other assets, unless it is a terrain texture, which should be at least 2048. Walls should be often 2048 res too. If you use resizer, you have to manually set normal maps to normal group, after resize operation.


This article exists as a collection of various tools and programs that can be used for modifying various parts of games and game assets made with the Unity engine. Specifically, it is intended for modding the game Lobotomy Corporation, but can apply to any Unity game.


Library for patching, replacing, and altering applications at runtime in C#. It has been used for modifying games such as Rimworld, 7 Days To Die, Stardew Valley, and is also a part of Lobotomy Corporation's BaseMod.


Very useful with many useful functions such as: searching through the code for a string; analyzing functions, objects, and variables to see where they're called and modified; IL-code editing; and of course a dark mode.


Standard fair pretty much. Has plugins that can convert image files to the corresponding texture files used in the game. It also has a very useful tool to create installers that will automatically modify the corresponding asset files to update the game. An example of the installer is used in the Agent Ears mod for Lobotomy Corporation.


This tool is also fairly simple to use. It also has a feature the other tools do not, which allows for Scenes to be extracted from the files. This allows the game's assets to be reimported and used in the Unity engine to create a new project file.


I have a customer with a Unity Connection system running on version 7. The Unity Connection system is being used purely as a voicemail service, and has no connection into the data network where the user workstations reside. There is presently no unified communications configured or used, the users simply retrieve their voicemails using their telephone.


A message has recently been left for a user, and the customer is wanting to be able to extract that .WAV file for the voicemail from the Unity Connection server. Is this possible and if so what would be the best way to achieve this?


The only issue is the .xml file that needs to be next to the .sbsasm file (both are packed in a .7z renamed to .sbsar). The information converted from the xml is stored in ProceduralMaterial and ProceduralTexture assets but I don't know the specifics of how the sbsar xml files are built.


Thanks for shedding some light into this matter DerPopo! We did in fact have some success with the method you described, yet we still have some doubts, especially regarding the .xml files you mentioned - I sent you a PM as so to not hijack your thread any further.


So far, it only opens .split files as references from another opened file. If it's not a levelx file, you can open mainData or globalgamemanagers (the one without the .assets extension), and you can go to the split file in the default sorting with View->Go to asset, select the .assets file and type 1 for path id.


I was wondering if there's a way for UABE to unpack multiple files? Normally this wouldn't be an issue if it was a few files or if the files were named, but all the files are now found under Unity-cache and there's 400 files with very eccentric names. Thanks in advance!


Not quite. If the files are compressed and you select multiple files, you are asked to unpack them, but only the first one gets unpacked. I was wondering if there was a way to unpack multiple compressed files at the same time. Sorry if that wasn't clear.


Earlier i was experimenting with the replacement terrain textures, but now i just tried to return the texture for simple block (old redwood for barns ) and found that without mipmap this work useless - at a distance it looks bad and wasted loads GPU.


It can't open the split files directly. There surely are some tools that can merge split binary files directly but the "dirty" way of merging the files manually with a hex editor (such as HxD ) works for sure. You have to open the .split0 file in the hex editor, then open the .split1 file and copy+paste its contents to the end of the .split0 file. Repeat that for the remaining split files, in numerical order of course. The resulting file should then be openable with UABE.


By the way, I'm curious as to how you do this. My knowledge is limited to modeling, rigging and some basic C# scripting, but it appears that it is possible to develop these 'plugins' to export the data in a specific format using the API you provided. What sort of knowledge is needed to work on this? If there's any way we can support your project, please say


The .bep plugin files actually are renamed .dlls (compiled with MSVC++ 2010). They contain a function that returns a structure with the import/export options, and the functions for the actual asset import/export. UABE passes some interface classes to the plugin but they are not (yet) contained in the API.


Hi to everyone, someone cant make a tutorial (videos it if posible) to show or teach, how use the Unity Assets Bundle Extractor whit the asset of 7DTD and create a new recipe, or item? Cause i have really goods ideas to create news items, but i dont not how to impor or export the new or olds item. I would really appreciate it. Tnx to all. I hope someone cant help me.


You don't need UABE to make new recipes or items. Just edit the XML files with a text editor. There's lots of examples all over the place, including the stuff already in the game that are already in the XML files you'll need to edit.

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