A small endeavor to automate the import raw action from UABEA: nesrak1/UABEA#47 (comment).
⚠ You need to have the
classdata.tpknext to the executable (can be downloaded from AssetRipper type tree tpk → click the latest workflow run and downloaduncompressed_fileand copy the unzipped file next to the executable and rename it toclassdata.tpk).
.\UnityAssetBundlePatcher\bin\Debug\net9.0\UnityAssetBundlePatcher.exe Tests\resources.assets Tests\Solid_001-resources.assets-6.dat --by-name "tea mug"
> .\UnityAssetBundlePatcher\bin\Debug\net9.0\UnityAssetBundlePatcher.exe --help
UnityAssetBundlePatcher 1.0.0+b86cc2dab1b9167029288b9abf360e40f27a1dcf
Copyright (C) 2025 UnityAssetBundlePatcher
--overwrite Overwrite the input file instead of creating a .patch.
--by-name Ignore dat file name and use the asset name instead. If there are multiple assets with the same name, the one with the largest file size will be overwritten.
--help Display this help screen.
--version Display version information.
input-file (pos. 0) Required. The asset bundle file to patch (e.g. `resources.assets`).
dat-file (pos. 1) Required. The .dat file to import (overwrite an existing object). It is of the form `{asset display name}-{source file name}-{asset path id}.{file extension}` where currently only the path
id is used to identify the asset to patch.
- Currently only looks for replacing Meshes when using
--by-name.