Please do not ask when mod authors will update their mods to 3.9.X
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
Unity .assets and AssetBundle editor
UABE is an editor for Unity 3.4+/4/5/2017/2018 .assets and AssetBundle files. It can create standalone mod installers from changes to .assets and/or bundles. Type information extracted from Unity is used in order to generate text representations of various asset types. Custom MonoBehaviour types also are supported. There are multiple plugins to convert Unity assets from/to common file formats :
- The Texture plugin can export and import .png and .tga files and decode&encode most texture formats used by Unity.
- The TextAsset plugin can export and import .txt files.
- The AudioClip plugin can export uncompressed .wav files from U5's AudioClip assets using FMOD, .m4a files from WebGL builds and Unity 4 sound files.
- The Mesh plugin can export .obj and .dae (Collada) files, also supporting rigged SkinnedMeshRenderers.
- The MovieTexture plugin can export and import .ogv (Ogg Theora) files.
- The TerrainData plugin can export and import .raw files readable by Unity.
Requirements:
- .NET Runtime 6.0
- VS C++ Redistributable (on Windows)
- At least glibc 2.29 (on Linux). If you're on a distro not using glibc (e.g. musl), you'll need to compile UABEA yourself.
How to install ?
1. Create a folder anywhere except in user/mods folder
2. Extract the content of the ZIP into the created folder
3. Start AssetBundleExtractor.exe
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Version 6
- Ereshkigal
- 1k Downloads
- Fix stripped version bundles not loading
- Fix MonoBehaviours not loading correctly in 5.0-5.4 games (regression in AssetsTools.NET v3)
- Added button to view selected object in scene view
- Added Switch texture deswizzling/reswizzling (thanks to everyone who had a hacked switch/emulator to help me figure it out)
- Note: you can edit textures that were swizzled, but adding new textures will not swizzle them (even if they need to be). Since I have no idea what Unity version swizzling started on, I use the
m_PlatformBlob
field to detect swizzle information (which I also don't really know the format of). However, when you create a new asset, this field will not be filled out. I suggest finding a texture of similar size and copying its dump into the new texture asset before importing.
- Note: you can edit textures that were swizzled, but adding new textures will not swizzle them (even if they need to be). Since I have no idea what Unity version swizzling started on, I use the
- Added mipmap generation for importing
- Note: Switch textures are not supported yet.
- Allow non-txt extension TextAsset import/exporting
- Default to the extension in the container for TextAssets
- Upgrade to Avalonia 11.0.0-preview6
- Fixed save file dialogs' file type dropdown not working (seems to be an Avalonia bug?)
- Removed requiring a restart to change themes now that opening a menu item after theme change no longer crashes Avalonia
- AvaloniaEdit support for editing dumps without writing to file and using an external editor
- View Data now shows byte arrays in hex instead of base 10
- MonoBehaviour SerializeReference support
- Way better MonoBehaviour support in general (contributed by KingEnderBrine in AssetsTools.NET)
- Note: this made MonoBehaviour dumps in assets file more accurate but also changed the format. Dumps should still be compatible, but they may be different than what you dumped before!
- Font import/export (ttf/otf only, font atlases not supported, same as all of the other tools)
- Option to disable Cpp2IL in case it causes hard crashes (in this case, use il2cppdumper for now and place the dlls in the Managed folder)
- Allow overwriting original bundle (no need to save as a new bundle now)
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Version 2.2
- SPT Team
- 3.5k Downloads
Beershizz
< 3
kisses
< 3