A library to deserialize AssetBundle files (*.unity3d) and asset files of Unity.
The name "Mikunyan" is derived from Miku Maekawa.
Ruby-Doc: http://www.rubydoc.info/gems/mikunyan/
Add this line to your application's Gemfile:
gem 'mikunyan'
And then execute:
$ bundle
Or install it yourself as:
$ gem install mikunyan
If you want to install development build:
$ git clone https://github.com/Ishotihadus/mikunyan
$ cd mikunyan
$ bundle install
$ rake build
$ gem install -l pkg/mikunyan-3.9.x.gem
require 'mikunyan'
# load an AssetBundle file
bundle = Mikunyan::AssetBundle.file(filename)
# you can also load a bundle from blob
# bundle = Mikunyan::AssetBundle.load(blob)
# select asset (a bundle normally contains only one asset)
asset = bundle.assets[0]
# or you can directly load an asset from an asset file
# asset = Mikunyan::Asset.file(filename)
# get a list of objects
list = asset.objects
# get PathIds of objects
path_ids = asset.path_ids
# get an container table of objects (if available)
containers = asset.containers
# load an object (Mikunyan::ObjectValue)
obj = asset.parse_object(path_ids[0])
# load an object to Ruby data structures
obj_hash = asset.parse_object_simple(path_ids[0])
# a Hash can be serialized to JSON
require 'json'
obj_hash.to_json
Mikunyan::ObjectValue
can be 3 types: value, array and key-value table.
# get whether obj is value or not
obj.value?
# get a value
obj.value
# same as obj.value
obj[]
# get whether obj is array or not
obj.array?
# get an array
obj.value
# you can directly access by index
obj[0]
# get keys (if obj is key-value table)
obj.keys
# get child objects
obj[key]
# same as obj[key]
obj.key
You can get image data directly from Texture2D object. Output object's class is ChunkyPNG::Image
.
Some basic texture formats (1–5, 7, 9, 13–20, 22, 62, and 63), DXT1 (10), DXT5 (12), ETC_RGB4 (34), ETC2 (45–47), and ASTC (48–59) are available.
require 'mikunyan/decoders'
# get some Texture2D asset
obj = asset.parse_object(path_ids[1])
# you can get image data
img = Mikunyan::ImageDecoder.decode_object(obj)
# save it!
img.save('mikunyan.png')
Mikunyan cannot decode ASTC with HDR data. Use Mikunyan::ImageDecoder.create_astc_file
instead.
mikunyan-json
is an executable command for converting unity3d to JSON.
$ mikunyan-json bundle.unity3d > bundle.json
Available options:
--as-asset
(-a
): interpret input file as not AssetBundle but Asset--pretty
(-p
): prettify output JSON--yaml
(-y
): YAML mode
mikunyan-image
is an executable command for unpacking images from unity3d.
$ mikunyan-image bundle.unity3d
The console log is JSON data of output textures as follows.
[
{
"name": "bg_b",
"width": 1024,
"height": 1024,
"path_id": -744818715421265689
},
{
"name": "bg_a",
"width": 1024,
"height": 1024,
"path_id": 5562124901460497987
}
]
If the option --sprite
specified, mikunyan-image
will output sprites. The logged JSON also contains sprite information.
[
{
"name": "bg_a",
"width": 1024,
"height": 1024,
"path_id": 5562124901460497987,
"sprites": [
{
"name": "bg_a_0",
"x": 1.0,
"y": 303.0,
"width": 1022.0,
"height": 720.0,
"path_id": -7546240288260780845
},
{
"name": "bg_a_1",
"x": 1.0,
"y": 1.0,
"width": 720.0,
"height": 258.0,
"path_id": -5293490190204738553
}
]
},
{
"name": "bg_b",
"width": 1024,
"height": 1024,
"path_id": -744818715421265689,
"sprites": [
{
"name": "bg_b_1",
"x": 1.0,
"y": 1.0,
"width": 720.0,
"height": 258.0,
"path_id": 4884595733995530103
},
{
"name": "bg_b_0",
"x": 1.0,
"y": 303.0,
"width": 1022.0,
"height": 720.0,
"path_id": 7736251300187116441
}
]
}
]
Available options:
--as-asset
(-a
): interpret input file as not AssetBundle but Asset--outputdir
(-o
): specify an output directory (default is a basename of input file without an extension)--sprite
(-s
): output sprites instead of textures--pretty
(-p
): prettify output JSON
Mikunyan uses oily_png instead of chunky_png if available.
- TypeScript: shibunyan
Bug reports and pull requests are welcome on GitHub at https://github.com/Ishotihadus/mikunyan.
The gem is available as open source under the terms of the MIT License.