

You can also drag drop files/output paths in to relevant textboxes.Īny issues/feature requests, just note them here and I'll see what I can do. Clicking on an asset will attemp to load it in the asset viewer window (Supports most text/image/model file formats. Once extracted, you can search through the extracted assets (via name/file type) The tool will then extact all the files in the unitypackage file to your specified output folder. Add the path where you want the assets stored in the 'Output' textbox. Add the 'unitypackage' path to the 'File to extact' textbox (If you click 'Select' it will open a file select window automatically pointing to the default 'unitypackage' folder) Double left click and right click are your new friends.

So I made my own, which I'm sharing here if anyone else would find something like this useful: Generic asset editing is now possible within the application (View Data). This tool enables the user to view and edit the configuration of asset Any media or data that can be used in your game or Project. (The tools/script I found I couldn't get to work) Note: This tool is extra functionality to Unity’s standard functionality.To access it, you have to download it from GitHub and install it separately from the standard Unity Editor’s download and install. Create a folder anywhere except in user/mods folderĢ.I've recently started playing around with Unity and wanted to create an assets library but couldn't find a tool that would let me extract the assets from a.

The AudioClip plugin can export uncompressed.The TextAsset plugin can export and import.tga files and decode&encode most texture formats used by Unity.

The Texture plugin can export and import.There are multiple plugins to convert Unity assets from/to common file formats : Custom MonoBehaviour types also are supported. Type information extracted from Unity is used in order to generate text representations of various asset types. It can create standalone mod installers from changes to. UABE is a tool that let you apply modifications in assetbundles files and save them with your modifications.
