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Thanks to your api, i can export textures from assets now.
![unity assets bundle extractor audioclip plugin unity assets bundle extractor audioclip plugin](https://steamsplay.com/wp-content/uploads/2021/11/ULTRAKILL-Custom-Sounds-Custom-Music-For-Cybergrind-Importing-The-Audio-to-Unity-Engine-339EF6E-steamsplay-com.png)
The only thing that could reveal more to that is the game code. The unreadable file is no bundle file (probably game specific) or it's a compressed / encrypted one. Alternatively, if it doesn't show any program output, it should be possible to redirect the output to a log file through "AssetBundleExtractor batchexport batchfile > logfile.txt".
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That error isn't the cause for the missing exports though, but it could cause issues attaching to the cmd window simply because of the delay until the message is closed. Either use cd in cmd to go to the path of UABE or copy the. The package file error likely is because the current directory doesn't contain the classdata.tpk file. Is it unreadable files like these that are blocking the batch export I'm attempting? (The unreadable file in question: Here, though understandable if wary of viruses.) However, while making this post, I decided to extensively comb through the 3a folder of these bundle files (the files were originally each divided into subfolders corresponding to the first two characters in their file names), and I came across at least 1 file that yielded the message "Unable to read the bundle file! (Invalid file or unknown version?)". I assume there's a simple error(s) I'm making somewhere, so I'd really appreciate if someone could point it out to me. (Proof: Image1 and Image2 ) Other than those 4 files at the top (which I've attempted to exclude in my batch file), I don't believe there are any "invalid" bundle files there. since I can export them individually just fine. I don't believe there's anything wrong with the bundle files named 00a1bde4, etc.Proof that my batch file has the correct directory path to the bundles: Image.The error I get from the command prompt when attempting batch export: Image1 and Image 2.It's also located in the same folder as UABE, in the Downloads folder of my comp.) (It's encoded in UTF-8-BOM, as UTF-8 didn't seem to work.
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However, I'm still unable to do my batch export. I've read the Usage file already, and also consulted the above posts. (there's also typo in Usage text Asset s BundleExtractor)īatch.txt have only path to directory inside: +DIR y:\Cache assets!Ĭommand is: AssetBundleExtractor.exe batchexport batch.txt Then i convert my text file with "+DIR y:\Cache" text inside to encoding "UTF-8 without BOM " in terms of Notepad++ and it works now! Now i test it with all stages of file (cache, CAB, asset) - no luck. I tried before existing batch functions and got only errors here. There currently is no C# wrapper for AssetsTools and it's not easily possible to create one without writing an intermediate wrapper library in C++ (Visual C++ 2010 in Release mode). The only workaround to that is ignoring any additional reference to an asset already shown but that isn't a good solution either because it worsens the readability of the dump (as exporting references recursively does in either case). More problems would arise when the same asset is referenced twice or when an endless recursion occurs. The dump doesn't resolve the references because it would easily cause issues reimporting because it would either have to discard the changes to referenced assets or change assets that the user didn't select. With both the absolute ID of the targeted asset and the m_PathID, you can find the referenced asset in the list (using "View->Go to asset" if necessary). The reference is valid if m_PathID is not 0, in which case the m_PathID value is equal to the path ID as shown in the asset list. assets file with the same absolute ID as the dumped asset. If the m_FileID value is 0, the PPtr refers to the same. The number left to this file name in the upper list is the absolute file ID. assets file where the number is m_FileID-1. To find the "absolute" file ID of a PPtr (as shown in UABE's list) with a m_FileID value bigger than 0, use "View->Dependencies", select the absolute file ID of the dumped asset in the upper list and look up the name of the targeted. assets file where the dumped asset is located. If you need the dump of an asset "inside" a PPtr, you can use the m_FileID and the m_PathID fields. The View Data dialog allows directly showing other assets referenced through PPtrs. This is very important! Maybe then, I can Supplement it ( extract animations, terrain, structures, prefab and scene). I beg you, fix this if you will not be difficult.Īnd one more request - is it possible your utility, in the language of C#?! Save file and no reference to the texture. Export Dump does not work correctly! Sohrae NOT the complete data. No ability to copy (or save to file), the contents of the View Data (Asset Data). Try it, to extract the data I needed (terrain & animation)