Comments (11)
+1 to this idea. The Unity project I've been trying to extract resources for downloads dozens of compressed asset bundles, each containing dozens of textures. I used to use ata4/disunity, which allowed me to automate things using PowerShell. However, because of this bug ata4/disunity no longer works for my project. UABE works fine though, so nice work!
Since it appears that I can only use UABE to do the resource extraction, and having a command-line interface is critical for dealing with the ~1,000 different resource files, I would really like this feature ๐.
I am happy to write the code, with unit tests, and send you a pull request for review. If you are interested in taking me up on this offer, you can find my email address on my GitHub profile page. Thanks!
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Great idea. Maybe adding new file from commandline as well. Would be nice.
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It's not possible through command line at the moment but you can select multiple .assets file in the open dialog. Then sort by the type and select all Meshes, press Plugins and so on.
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Is there any chance of getting command line support for "Export Dump?"
I've got a huge library (thousands upon thousands) of asset bundles that I'd like to extract information from in order to build a database of asset properties. Doing that through the UI simply isn't feasible, even with the ability to multi-select.
Ideally, I'd like to be able to use the command line to do the equivalent of selecting everything in a bundle, clicking 'Export Dump', and writing it all to a specified directly (preferably in JSON format, as is already being discussed in #92).
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+1 also to this. It's most important feature now for me.
Dealing with many files manually is really painful and time consuming.
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You can export the contents of bundle files (such as .assets and .resource files) with the command line as described in Usage.txt and open multiple .assets at once in the UI.
Edit : Of course, that doesn't work for streamed AudioClips and Textures in U5 because the references look differently for single .assets and bundles.
from uabe.
Hey. Thanks for the quick response!
I was looking at it earlier and it was a bit unclear for me. Lets say we have resource.assets in which there is a texture1 file of type Texture2D.
In order to export this texture I create a batch file first that looks like this:
+FILE path_to_data_files\resources.assets\texture1
Then I use AssetsBundleExtractor batchexport
After modyfing the texture I reimport it with the same batch but with command:
AssetsBundleExtractor batchimport
Is that correct?
I assume that Texture2D will be extracted but not in png format. Is there a way to extract files to desired format and later reimport them to Unity's format?
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Command line extraction doesn't work for .assets files. You can only batch export the .assets, .resource and .dll files from bundles (most often .unity3d), editing .assets files themselves isn't supported.
The normal user interface can batch extract from .assets files, just select all files to export using click+shift/ctrl+click (don't mix e.g. Texture2D with Mesh, do one type at a time). It can't batch import though.
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Is it possible to add support for extracting all Meshes as OBJ, all Texture2D as PNG (and more) of a given .assets file by using command line?
Because iny my case I have >20 .assets file in it and I want to extract all meshes and textures from all files into a given folder. Doing this by hand is kind of a slow task to do.
from uabe.
Oh god. I did not know that I can select multiple -.- I opened them all one by one and exported - took ages. Thanks!
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I want to edit the texture2d format with .png file in command line.
Is it possible?
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Related Issues (20)
- No TextAsset Renaming
- Extracted Texture2D is broken
- Stuck at importing
- Visual Studio - Compilation Error HOT 1
- Viruses/Malware... HOT 1
- Failed to open file HOT 2
- Support for Addressable Assets?
- problem when import dump changes (unnamed assets)
- The Texture2D plugin always gives an error message HOT 2
- Editing Textures not Working
- Pokรฉmon HOME .unity3d not opening in UABE
- [Question]: Can't convert some texture2d to png because it's in containers, but containers do not exist?
- Unable to read the bundle file! (Invalid file or unknown version) HOT 2
- Failed to open file HOT 1
- does not save the .png pls help me HOT 3
- Hello im new to uabe but can someone help me where to find the bundle extractor in uabe 3.0?
- Exporting meshes as .obj breaks UV
- Asset Bundle Extractor cannot change audio .npk files?
- Importing Images and Sprite Packing Issue
- .assetbunble files not open
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