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License: MIT License
AssetStudio is a tool for exploring, extracting and exporting assets and assetbundles.
License: MIT License
I use US(64 bit) open a 2GB assets file, it display "Building asset list from file sharedassets1.assets", after a whole night there is no any progress... I checked cpu usage is 0%, memory only used 300MB.
But UABE can open this file.
Would like to check it?
Thanks.
Thanks a lot for the smart tools!
But there 'is a little problem ,When export Mesh object, There is No UV Information in the .obj file?
一個是目前好像不支援unity5.3.6版本,會無法解析。
另外一個是語音如果遇到FSB.vorbis格式的時候雖然可以撥放但是無法轉成wav提取出來
問問看有沒有解決辦法?
I modify a game ,such as replace some texture, can I repack the assets ? thanks :)
i compile source code with VisualStudio for macOS. but failed.
c# core tips missing ManagedFbx and System.Deployment Refecrences.
Would it be possible to make the program look prettier?
I want to integrate asset decoding process on my own automatic apk downloader/decompiler.
Anyway, thanks for improving UnityStudio a lot. 👍
(Reposted from the original branch)
Here are 2 files from Kamen Rider: Transcend Heroes (was Storm Heroes) (com.bandainamcoent.riderstorm) (Android)
Seems to be using 5.4.0 and don't open normally or extract correctly after cutting the headers.
https://www.dropbox.com/s/m87e5h5md5w3pq7/Character_EXA00.tmp?dl=0
Model: Cut off 0x5d (Textures (PVR) export fine, Model exporting Errors)
https://www.dropbox.com/s/n62tuxfrzjhr5qc/Voice_EXA.tmp?dl=0
Audio (FSB5) Cut off 0x87 (Exporting Assets give Blank Audio Files)
As you can see, the UnityStudioForm
class is growing into a god object. Reading it is VERY hard since it has over 3000 lines of code and is not well organized. I think you can consider to separate the core functionalities (i.e. data IO & decoding/encoding) to form a clearer code structure.
Can I skip if it is an exception?
問題の署名:
問題イベント名: CLR20r3
問題の署名 01: unity studio.exe
問題の署名 02: 0.6.6.0
問題の署名 03: 58aa9c2d
問題の署名 04: mscorlib
問題の署名 05: 4.0.30319.18444
問題の署名 06: 52717d7e
問題の署名 07: 4436
問題の署名 08: 19
問題の署名 09: System.IO.EndOfStreamException
OS バージョン: 6.1.7601.2.1.0.256.48
ロケール ID: 1041
追加情報 1: 8d2c
追加情報 2: 8d2c6a6d303b93140ed3f2799b4cf1f5
追加情報 3: 111b
追加情報 4: 111bdb9dea6efcc6f26f26115191e330
It is really? Fbx with animation clips.
Hi,
I don't know if this is a bug or not, but when 3D models are exported and the texture is set to be converted (I've set mine to PNG), I have to set the textures manually in 3DS Max (inconvenience when exporting a lot of 3D models). The texture path for the material is good, but the extension of the texture file is missing. (for example, if I have a file named MyTex.png, the path would be MyTex instead of MyTex.png)
Also, when the textures are converted, they are also flipped, but the UVs on the exported models aren't flipped, so I have to manually flip them so the textures don't appear incorrectly. Just a minor inconvenience, but it gets tedious if you have a lot of 3D models exported and some of them are skinned (FBX doesn't allow any modifiers to be above the Skin modifier except for TurboSmooth, so I have to move the Skin modifier if the model is skinned and collapse the modifier stack if the model isn't skinned).
Thanks in advance.
Sorry to disturb you but I got an error like this:
************** Exception Text **************
System.OutOfMemoryException: Array dimensions exceeded supported range.
at Unity_Studio.Mesh..ctor(AssetPreloadData MeshPD)
at Unity_Studio.UnityStudioForm.WriteFBX(String FBXfile, Boolean allNodes)
at Unity_Studio.UnityStudioForm.Export3DObjects_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
UnityStudio version: v0.6.5
Here is the file in question
https://pan.baidu.com/s/1hsG8lrm
Although I can export this bundle with older version of UnityStudio, I got errors when I import the FBX file to Unity.
Does it support export animation data of skeletal mesh?
I know your working hard fixing all the issues that people are putting here and probably want to get most fixed before you make a new released version, but I would really like to get around to opening that 2GB asset file.. Do you have an expected date on when you will release the next version?
Before you skip this issue, yes I have already installed Visual C++ 2015 Redistributable (both x86 and x64), and I'm totally aware that someone has already asked this, yet this problem still occurs when I try to preview or extract some specific Texture2D (others work smoothly), and Unity Studio crashes every time I try to extract it.
I'm currently using Window 8.1, I wonder if that's the problem...
Here's the error message:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.DllNotFoundException: Unable to load DLL 'PVRTexLibWrapper.dll': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
at Unity_Studio.UnityStudioForm.DecompressPVR(Byte[] buffer, IntPtr bmp, Int32 len)
at Unity_Studio.UnityStudioForm.PreviewAsset(AssetPreloadData asset)
at System.Windows.Forms.ListView.WmReflectNotify(Message& m)
at System.Windows.Forms.ListView.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Select just loaded file in "Asset List" cause crash with error below. Same file works with version 0.5.
File PVRTexLibWrapper.dll is visible in the same fold as executable.
Please have a look see if you can fix, thanks a lot.
Error:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.DllNotFoundException: Unable to load DLL 'PVRTexLibWrapper.dll': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
at Unity_Studio.UnityStudioForm.DecompressPVR(Byte[] buffer, IntPtr bmp, Int32 len)
at Unity_Studio.UnityStudioForm.PreviewAsset(AssetPreloadData asset)
at System.Windows.Forms.ListView.WmReflectNotify(Message& m)
at System.Windows.Forms.ListView.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
I'm not sure how worthwhile it would be to add this, as the few Unity Wii U games I've dumped are already supported since they don't use the Wii U compiled assets.
https://mega.nz/#!8xISXTja!_rc6SB8c2X1npnuSV-qfd8yX_BbD3BXYG0LQFolnbJc
Would it be possible to disable this while keeping the skinning for the t-posed mesh?
in UnityStudio.cs, in ExportMesh() function, add this code after Colors #2
#region UVs1
if (m_Mesh.m_UV1 == null)
{
var uvs1 = new ManagedFbx.Vector2[m_Mesh.m_VertexCount];
for (int c = 0; c < m_Mesh.m_VertexCount; c++)
{
uvs1[c] = new ManagedFbx.Vector2(0.5f, 0.5f);
}
mesh.TextureCoords = uvs1;
}
else if (m_Mesh.m_UV1.Length == m_Mesh.m_VertexCount * 2)
{
var uvs1 = new ManagedFbx.Vector2[m_Mesh.m_VertexCount];
for (int c = 0; c < m_Mesh.m_VertexCount; c++)
{
uvs1[c] = new ManagedFbx.Vector2(m_Mesh.m_UV1[c * 2], m_Mesh.m_UV1[c * 2+1]);
}
mesh.TextureCoords = uvs1;
}
#endregion
Now models will be saved with UV map.
Sorry for interrupting, it seems that I can't build the latest commit on my PC. It shows the problem on the line using static Unity_Studio.UnityStudio;
in the UnityStudioForm.cs file, as you can see in the screenshot below.
Update: Furthermore, there's more build errors on the same .cs file as well. They are:
Error 1 The name 'mainPath' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 57 17 Unity Studio
Error 2 The name 'MergeSplitAssets' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 62 25 Unity Studio
Error 3 The name 'mainPath' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 62 42 Unity Studio
Error 4 The name 'unityFiles' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 67 29 Unity Studio
Error 5 The name 'unityFilesHash' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 68 29 Unity Studio
Error 6 The name 'unityFiles' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 71 47 Unity Studio
Error 7 The name 'unityFiles' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 73 45 Unity Studio
Error 8 The name 'unityFiles' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 75 77 Unity Studio
Error 9 The name 'LoadAssetsFile' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 76 29 Unity Studio
Error 10 The name 'unityFiles' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 76 44 Unity Studio
Error 11 The name 'unityFiles' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 83 47 Unity Studio
Error 12 The name 'LoadBundleFile' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 86 29 Unity Studio
Error 13 The name 'unityFilesHash' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 91 21 Unity Studio
Error 14 The name 'assetsfileListHash' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 92 21 Unity Studio
Error 15 The name 'mainPath' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 109 17 Unity Studio
Error 16 The name 'mainPath' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 110 38 Unity Studio
Error 17 The name 'mainPath' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 111 19 Unity Studio
Error 18 The name 'mainPath' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 111 52 Unity Studio
Error 19 The name 'mainPath' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 113 38 Unity Studio
Error 20 The name 'MergeSplitAssets' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 118 21 Unity Studio
Error 21 The name 'mainPath' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 118 38 Unity Studio
Error 22 The name 'mainPath' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 122 65 Unity Studio
Error 23 The name 'unityFiles' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 142 33 Unity Studio
Error 24 The name 'unityFilesHash' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 143 33 Unity Studio
Error 25 The name 'unityFiles' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 152 33 Unity Studio
Error 26 The name 'unityFilesHash' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 153 33 Unity Studio
Error 27 The name 'unityFiles' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 158 21 Unity Studio
Error 28 The name 'unityFiles' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 158 34 Unity Studio
Error 29 The name 'unityFiles' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 160 44 Unity Studio
Error 30 The name 'unityFiles' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 164 45 Unity Studio
Error 31 The name 'unityFiles' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 166 44 Unity Studio
Error 32 The name 'LoadAssetsFile' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 168 29 Unity Studio
Error 33 The name 'unityFilesHash' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 171 25 Unity Studio
Error 34 The name 'assetsfileListHash' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 172 25 Unity Studio
Error 35 The name 'extractBundleFile' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 197 43 Unity Studio
Error 36 The name 'extractBundleFile' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 232 43 Unity Studio
Error 37 The name 'BuildAssetStructures' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 247 13 Unity Studio
Error 38 The name 'productName' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 251 21 Unity Studio
Error 39 The name 'productName' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 253 53 Unity Studio
Error 40 The name 'assetsfileList' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 253 75 Unity Studio
Error 41 The name 'assetsfileList' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 253 113 Unity Studio
Error 42 The name 'assetsfileList' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 255 26 Unity Studio
Error 43 The name 'assetsfileList' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 257 70 Unity Studio
Error 44 The name 'assetsfileList' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 257 108 Unity Studio
Error 45 The name 'visibleAssets' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 261 53 Unity Studio
Error 46 The name 'fileNodes' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 267 50 Unity Studio
Error 47 The name 'fileNodes' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 268 21 Unity Studio
Error 48 The name 'AllClassStructures' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 274 45 Unity Studio
Warning 49 Unreachable code detected D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 276 25 Unity Studio
Error 50 The name 'assetsfileList' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 287 57 Unity Studio
Error 51 The name 'mainPath' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 289 54 Unity Studio
Error 52 The name 'AllClassStructures' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 318 17 Unity Studio
Error 53 The name 'AllClassStructures' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 323 44 Unity Studio
Error 54 The name 'AllClassStructures' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 329 45 Unity Studio
Error 55 The name 'visibleAssets' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 454 22 Unity Studio
Error 56 The name 'assetsfileList' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 523 43 Unity Studio
Error 57 The name 'visibleAssets' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 569 31 Unity Studio
Error 58 The name 'visibleAssets' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 621 17 Unity Studio
Error 59 The name 'exportableAssets' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 621 33 Unity Studio
Error 60 The name 'visibleAssets' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 622 49 Unity Studio
Error 61 The name 'visibleAssets' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 643 21 Unity Studio
Error 62 The name 'visibleAssets' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 651 21 Unity Studio
Error 63 The name 'visibleAssets' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 659 21 Unity Studio
Error 64 The name 'WriteFBX' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 1220 49 Unity Studio
Error 65 The name 'productName' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 1248 44 Unity Studio
Error 66 The name 'WriteFBX' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 1263 37 Unity Studio
Error 67 The name 'exportableAssets' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 1280 17 Unity Studio
Error 68 The name 'exportableAssets' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 1286 38 Unity Studio
Error 69 The name 'visibleAssets' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 1290 38 Unity Studio
Error 70 The name 'ExportTexture' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 1326 37 Unity Studio
Error 71 The name 'ExportAudioClip' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 1332 37 Unity Studio
Error 72 The name 'ExportFileExists' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 1338 38 Unity Studio
Error 73 The name 'ExportShader' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 1340 37 Unity Studio
Error 74 The name 'ExportFileExists' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 1346 38 Unity Studio
Error 75 The name 'ExportText' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 1348 37 Unity Studio
Error 76 The name 'ExportFileExists' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 1354 38 Unity Studio
Error 77 The name 'ExportMonoBehaviour' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 1356 37 Unity Studio
Error 78 The name 'ExportFileExists' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 1362 38 Unity Studio
Error 79 The name 'ExportFont' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 1364 37 Unity Studio
Error 80 The name 'ExportFileExists' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 1369 38 Unity Studio
Error 81 The name 'ExportRawFile' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 1371 37 Unity Studio
Error 82 The name 'unityFiles' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 1490 13 Unity Studio
Error 83 The name 'assetsfileList' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 1491 13 Unity Studio
Error 84 The name 'exportableAssets' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 1492 13 Unity Studio
Error 85 The name 'visibleAssets' does not exist in the current context D:\3dModel\US Source 2\UnityStudio-master\Unity Studio\UnityStudioForm.cs 1493 13 Unity Studio
The last good commit I used is commit b580b29.
https://mega.nz/#!484A0TgA!-tnJS0YUSV8THoIofTzu14NTSNrIEqY-KC8UD6jJqUw
CAB-45ee4a4122620970a23401d8c8788675 Rigging not exported
CAB-a78ab9dae3eb4ad290c4a6a3848134ec Broken on export
from AdventureQuest 3D unity version 5.4.2F2
thank you so much
First of all I really appreciate your time and effort to maintain this awesome tool. ヾ(=`ω´=)ノ” I hope there will be command line usage supported in Unity Studio, just like Disunity from ata4 and UnityPack from hearthsim. Therefore we can integrate it with other programs.
For example:
UnityStudio --extract "live2d.moc.unity3d" --TextAsset --dest "../DestFolder" --name "live2d.moc"
UnityStudio --extract "image.png.unity3d" --Texture2D --dest "../DestFolder" --name "image.png"
something like that
Sorry for interrupting, but It appears that the change to the Unity Classes/GameObject.cs in commit fbfdb78 causes most 3d models (except bones, meshes and textures) in the Scene Hierarchy list to be listed as "GameObject #(Numbers)".
Here's the prove of this bug (note the listing in the Scene Hierarchy list):
-Before commit
-After commit
It can be solved by removing the line a_Stream.Position -= 4;
in the GameObject.cs file, but I don't know if it will impacts other part of Unity Studio's functions.
When I export all the 3D Objects, I am unable to open the FBX file in Maya, etc. I am also unable to convert the FBX to another file format. I exported 3D Objects as split, opened it in Unity and the result was duplicated Objects. Any reason?
Hey,
the scene Hierarchie view is quite nice, but would it be also somehow possible to see which components/script is used on each game object?
Hi, i try to export 3d object, but it cannot work, the error log show as follow(by the way, export assets works well):
System.ComponentModel.Win32Exception (0x80004005): 没有应用程序与此操作的指定文件有关联。
在 System.Diagnostics.Process.StartWithShellExecuteEx(ProcessStartInfo startInfo)
在 System.Diagnostics.Process.Start()
在 System.Diagnostics.Process.Start(ProcessStartInfo startInfo)
在 Unity_Studio.UnityStudioForm.Export3DObjects_Click(Object sender, EventArgs e)
在 System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
在 System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
在 System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
在 System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
在 System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
在 System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
在 System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
在 System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
在 System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
在 System.Windows.Forms.Control.WndProc(Message& m)
在 System.Windows.Forms.ScrollableControl.WndProc(Message& m)
在 System.Windows.Forms.ToolStrip.WndProc(Message& m)
在 System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
在 System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
在 System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
在 System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Crashes when attempting to load.
Version: "5.5.0x1-CollabPreview"
https://mega.nz/#!t4hS3CpK!P--shnW7NiOs_sYRRxIHhDUl87YX_k4ajSlWMDwL5lU
https://mega.nz/#!JsQEwT6R!O94dqnCcMh6tl-pMCYfBxSnQzVwVUQ5IBdf6hHqgE6Q
"Ravener_Standard_LOD00_rig"
Disabling skin deforms fixes it, but I'd like to keep the rigging and skeleton, which disabling deformers doesn't keep.
Within Unity the code spins up a static class on load via:
return Resources.Load("Settings/ClassName") as ClassName
I've been trying to locate where this is hiding, but I can't seem to find it, even using Display All Assets. I've tried other extractors as well without success. Any idea where this might be hiding and how I might go about getting at it?
************** Exception Text **************
System.OutOfMemoryException: Array dimensions exceeded supported range.
at Unity_Studio.SkinnedMeshRenderer..ctor(AssetPreloadData preloadData)
at Unity_Studio.UnityStudioForm.WriteFBX(String FBXfile, Boolean allNodes)
at Unity_Studio.UnityStudioForm.Export3DObjects_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Here's the file in question https://mega.nz/#!JwQCBbpA!3Z8iAVOmlwsVXl2W7b8dtYwKQvVueWmsGNdM0bosBoQ
I don't know much about unity but are Sprites just a cropped area of a Texture2D? If so is there any way you can support exporting Sprites to png?
This program could do it (https://7daystodie.com/forums/showthread.php?22675-Unity-Assets-Bundle-Extractor), but I prefer Unity Studio a lot more since it has more useful features.
I attached a zip file that contains the files so that you can test them. It's from a new mobile game, so I assume Unity Studio doesn't support it yet, but I hope it will in the nearest future.
Keep up with the good work as always!
When export all 3D objects in the coordinate values of a comma instead of a point, which causes an error in the model.
When export selected 3D objects all is well.
Screenshot: https://drive.google.com/open?id=0B6B4IT12tcZpZEVxXzBEUGhzMjQ (left OK, right Error)
So when I sort the assets into types, and a type that I'm after is in the middle, how can I select multiple files of that type without selecting any other? I can't select the files unless I do it from the bottom, and that means I'm getting a lot of files that I don't want. Also filtering doesn't help either, since it doesn't apply to file types, just the file name.
I was trying to use this to explore the Hearthstone unity3d files. It opens most but it failed reading the
cardtextures0.unity3d (C:\Program Files (x86)\Hearthstone\Data\Win), if it helps the file is quire large at 360MB.
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at Unity_Studio.UnityStudioForm.<>c__DisplayClass50_0.b__0()
Some unity games, especially unity5 games, uses assets downloaded after installation (i.e. not packaged within the app itself), and these assets often use non-standard extension, or no extension at all. Allowing opening these files directly would be much more convenient. It shouldn't be hard to decide the file type using the file header as they are very obvious.
有些Unity游戏,尤其是Unity5游戏,使用的是安装过后下载的assets,也就是没有包装在app内的assets。这些assets文件往往使用的不是标准的扩展名,或者根本没有扩展名。允许直接打开这些文件就方便得多,不用先重命名。用文件头部判断文件类型应该不难,因为都很明显。
我想要在提取文件的时候,按照文件原本打包时的原路径来提取,而不是给重名的文件加上 uniqueID。这是否可行?
I'd like to export files as their original path, not append uniqueID when has the same name. Is it possible?
Sorry if I ask this so sudden.
According to RaduMC (Also known as Chipicao) on Xentax forum, Unity Studio should be able to run on Windows XP with the .NET framework 4.0 installed. But no, the application won't run on Windows XP at all. (It doesn't shows any error message window, either.) I checked the task manager at the moment I start the Unity Studio, but the application close itself without any error message.
Someone on Xentax forum was able to modify the application to make it runs on XP (If you are curious, the post in question is in the 13th page of the thread.)
I wonder if you can modify your forks of Unity Studio to make it runs on Windows XP.
In case you are wondering, I have a PC that is runs on Windows XP Professional SP3 and I don't enough have money to brought a new PC or (for the reason that the hardware is old) upgrade the OS. I guess you will likely to tell me to brought a new PC despite my family's finance situation.
Edit: I just installed Visual Studio C# 2010 SP1 and tries to debug Unity Studio, but Visual Studio shows me the 'Error while trying to run project: Cannot start debugging: the assembly to be debugged was built with a platform incompatible with the current system' error everytime I try to debug.
Edit 2: Nevermind, I just set the whole solution to 'X86', however there's a error while I try to build it in Visual Studio: 'Invalid Resx file. The parameter is incorrect Line 836, position 5.' The error was from the file UnityStudioForm.resx. I just don't know how to fix this one.
Thanks for your greate work!
This version had some bug !
I am use 5.4.0
1、The audio can not export
2、All images are black and the size are 128*128
3、Shader error
Does Unity Studio support split assets? Also when exporting 3D Objects with their textures, the program stops responding, but it is still exporting then it says that it's done exporting.
First of all you made really very good job, thank you very much.
My problem is:
I have a .asset file. When I export it with unitystudio some textures like bump, normal, diff.. maps were not show when I open in blender or other softwares. When I check the tree in blender the textures are there, but not show when render. I convert them by fbx converter to binary fbx and obj but nothing change. I think something with the mapping coordinates are not working. When I convert in obj, non of the textures were show when rendering. I check the mtl file, all textures are there. Ok i can export diffuse map and obj from the asset file with unityex and texture the obj in blender by easy way but i cannot and do not know how to add the bump, normal, diff... maps in blender. The model is human and have realistic textures. Please help
https://mega.nz/#!h0BGAATT!8ZUBgUEGTmsEuPSx0JGe72122rvMpca_zEGZ-pVMbq4 Unity 5.5.2p1
I know you can't into 3D stuff well, but in case it's just something else that might be fixable.
Also would it be possible to detect unity cache bundle files __data without needing .assetbundle file extension(None of the cache files have file extensions, currently it doesn't detect bundles without the file extension.
I am totally a beginner in this area. I am trying to get the 3D models from a android game(for collection
). It seems that the 3D models is split in the asset list. All exported 3D object show nothing at FBX viewer. Can it be fixed? OR It is encrypted? Here is a picture for reference... I am sorry for poor English and knowledge.
I find it cannot export correct vertex color information of .FBX file.
Edit: Or this could be because of #29
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