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UABE - Asset Bundle Extractor

I was wondering if there was anyway to extract assets from Unity 2019.3.5f. I'm trying to extract animations from a game called Kingdom Hearts Melody of Memory, and the assets are in Unity 2019.3.5f asset bundles. I tried extracting animations using Asset Studio, but none of the animations actually animate and are stuck on frame 1 of their animation. I heard that UABE could export animations perfectly fine, but it seems there's no way to actually open the asset files from the game, because it uses a version of Unity that UABE doesn't support. I'll link one of the compressed and it's respective uncompressed asset files in the event someone would like to assist me. UABE can decompress it, but that's all.

View attachment _haracter0000032.6553a178f90fe3229c68bffbfb6fa775
View attachment _nformation_for_ress_character0000032.74bc4b4d2429b3d6382e0a2be7898c10
View attachment ress from character0000032
View attachment _ncompressed_character0000032.fa9aab09849402e7a67ae451cd497f96

 
...probably, busy with his own business, he said that he did not abandon the Utility and makes her a new UI.

Yea, this time he was gone for a long time.

 
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...probably, busy with his own business, he said that he did not abandon the Utility and makes her a new UI.

Yea, this time he was gone for a long time.
By chance, is there any information about whether the program will be finalized so that you can work with the 2020 version of the Unity?

 
I do not know this .. but all the information about these is available here - in this thread.

I know "more" than you do just because i read everything that's written here :) .

 
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Yes, you probably don't have the appropriate version of Microsoft Visual C++ installed.

 
Request cancellation Number on Serialization...I try Deserialization json. But the first number doesn't allow me to create a class. please. (My English may be strange because it comes from translation)

View attachment 17525

 
I'm not sure if this will help - but I have had success exporting AssetBundles that are within StreamingAssets (albeit for another game) using UnityEX.

Unfortunately, I have found no way to import individual assets back in to AssetBundles that are within StreamingAssets. I think it would likely be possible via UABE, assuming the Unity version is supported.

Of course, this may be irrelevant if AssetBundles and Configs are fundamentally different - I am not very experienced on all of this.

 
what i know that it is Unity 2018.4.18f1 version. thanks all for help, hope it can be extracted in future
this game's animations  very nice :3

 
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So I have a  bit of a strange one.  I'd like to be able to mostly just remove effects for games with no settings to disable them (which, unfortunately, means most Unity games.)  For example, vignette and motion blur shaders.  For most games I can just simply use this and remove the shader asset responsible from the appropriate assets file.  The game can't load it and then just simply doesn't use it in most cases, which works just great.  I've run into a few games like My Time at Portia which apparently run some sort of check on the files and if they find an asset missing produce an error and crash or stop though.  But more specifically, right now I'm actually trying to do something a bit more unusual:  I want to modify a Switch game, Morphite.  It has a vignette shader that is just awful IMO.  While I was successfully able to remove a couple of annoying shaders from another Switch game (Windscape's bloom shader is ten kinds of awful and went bye-bye) it's failing with Morphite (the game simply crashes on start.)  Unfortunately that doesn't give me much to diagnose it with.

There's only one key difference I can specifically point to.  I think Morphite must be using a vignette shader I presume is provided by default with Unity.  Path ID numbers are exceptionally low and it is in the globalgamemanagers.assets file, whereas in Windscape the bloom shader I removed is in sharedassets1.assets with much higher numbers.  However, I am able to successfully remove the vignette shader from the PC version (which is built close enough to the same that I can even transfer save data back and forth FWIW, but I know that doesn't mean much.)  The versions are slightly different with different IDs and formats on the actual files themselves (the Switch shaders say "Switch" in type instead of DX11 or etc) but of course I'm just trying to remove, not replace.

BTW, is there a better way I can be doing this?  For example, what I really wish I could do is somehow import a null shader that just literally does nothing so games wouldn't produce errors, seeing the shader they expect present, but it just simply doing nothing.  It would also be even better if somehow I could just edit their configurations to disable the shaders I don't want entirely.  In the case of Morphite I found a FxPro shader which has a number of settings including vignette at 0.5, so I thought if I dumped that, changed it to 0.0 and imported that modified dump maybe that might work (since it would even be the same file size) but sadly that didn't work either.  That seems closer to a long term solution, but I'm not even sure how I would edit out effects in many games even if the method itself should work -- or specifically how even to find where many would be configured.  I think editing might be less realistic because some things may not even have a configuration option one can just change but may be more hardcoded in (I've noticed more and more Unity games having all effects on even on the lowest graphics settings for example.)

 
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