/AssetStudio

AssetStudio is a tool for exploring, extracting and exporting assets and assetbundles.

Primary LanguageC#MIT LicenseMIT

Eldoir's notes:

To use AssetStudio:

  • Download the project and open the solution with VS.
  • Read the Build section of this Readme to build properly.
  • You will find the FBX SDK at: Autodesk website link. You should choose the FBX SDK 2020.0.1 VS2017 version as stated in the Build section.
  • Very important: install the FBX SDK on your disk C: !!! I tried on disk D: and lost a lot of time dealing with stupid linking errors when building.
  • The Build section says to "change include directory and library directory to point to the FBX SDK directory". That means:
    • Right-clicking on the AssetStudioFBXNative project in the solution, then going to Properties -> VC++ Directories and editing the Include Directories to add a path to C:\Program Files\Autodesk\FBX\FBX SDK\2020.0.1\include
    • Also editing the Library Directories to add a path to C:\Program Files\Autodesk\FBX\FBX SDK\2020.0.1\lib\vs2017\x86.
    • Then hit Apply and try to build.
  • Once the build has succeeded, you can launch AssetStudio in AssetStudio\AssetStudioGUI\bin\Debug\AssetStudioGUI.exe.
  • Enjoy! You can now open files with extension *.assets like resources.assets, sharedassets0.assets, and also level files like level0, level1... from any Unity app.

AssetStudio

Build status

None of the repo, the tool, nor the repo owner is affiliated with, or sponsored or authorized by, Unity Technologies or its affiliates.

AssetStudio is a tool for exploring, extracting and exporting assets and assetbundles.

Features

  • Support version:
    • 2.5 - 2020.2
  • Support asset types:
    • Texture2D : convert to png, tga, jpeg, bmp
    • Sprite : crop Texture2D to png, tga, jpeg, bmp
    • AudioClip : mp3, ogg, wav, m4a, fsb. support convert FSB file to WAV(PCM)
    • Font : ttf, otf
    • Mesh : obj
    • TextAsset
    • Shader
    • MovieTexture
    • VideoClip
    • MonoBehaviour : json
    • Animator : export to FBX file with bound AnimationClip

Requirements

Usage

Load Assets/AssetBundles

Use File-Load file or File-Load folder.

When AssetStudio loads AssetBundles, it decompresses and reads it directly in memory, which may cause a large amount of memory to be used. You can use File-Extract file or File-Extract folder to extract AssetBundles to another folder, and then read.

Extract/Decompress AssetBundles

Use File-Extract file or File-Extract folder.

Export Assets

use Export menu.

Export Model

Export model from "Scene Hierarchy" using the Model menu.

Export Animator from "Asset List" using the Export menu.

With AnimationClip

Select model from "Scene Hierarchy" then select the AnimationClip from "Asset List", using Model-Export selected objects with AnimationClip to export.

Export Animator will export bound AnimationClip or use Ctrl to select Animator and AnimationClip from "Asset List", using Export-Export Animator with selected AnimationClip to export.

Export MonoBehaviour

When you select an asset of the MonoBehaviour type for the first time, AssetStudio will ask you the directory where the assembly is located, please select the directory where the assembly is located, such as the Managed folder.

For Il2Cpp

First, use my other program Il2CppDumper to generate dummy dll, then when using AssetStudio to select the assembly directory, select the dummy dll folder.

Build

  • Visual Studio 2019 or newer
  • AssetStudioFBXNative uses FBX SDK 2020.0.1 VS2017, before building, you need to install the FBX SDK and modify the project file, change include directory and library directory to point to the FBX SDK directory

Open source libraries used

Texture2DDecoder