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UABE - Asset Bundle Extractor

pfft.... i thought the new number of the year meant something new...

good! less change means less work :)

 
Unity 2019.1 support looks good so far, the file format changes are minor. I'll try to get it released soon.

 
is there a simple command to extract all the files and keep the file tree intact.. ie sound/models/ etc..

me

 
is there a easy way to convert raw files (.dat) from Unity version 5.6.4 to 2017.4.18

like batch job? cuz i have a lot of .dat files to fix :'(

 
Created an account to thank you DerPopo for this tool. I'm having a lot of fun poking around. I could use some documentation, maybe a readme file that goes over how to handle monobehaviors and animations.

 
Hallo, is there any way to make a mod that modifies multiple bundles at once? Or failing that, at least a way to run the .exe mods without clicking through the UI? I have a mod that affects 23 unity3d files, so I ended up with 23 different mod files, and I get kind of tired re-applying them all each time the game is patched. :p

Thanks friends. ^_^

 
Hallo, is there any way to make a mod that modifies multiple bundles at once? Or failing that, at least a way to run the .exe mods without clicking through the UI? I have a mod that affects 23 unity3d files, so I ended up with 23 different mod files, and I get kind of tired re-applying them all each time the game is patched. :p
Thanks friends. ^_^
I do not know the answer to your question, but if no one answers you for a long time - look at the whole thread, such questions have already been, perhaps you will find the answer.

 
2.2stablec is out with 2018.4 and 2019.1 support, along with an updated API.

Hallo, is there any way to make a mod that modifies multiple bundles at once? Or failing that, at least a way to run the .exe mods without clicking through the UI? I have a mod that affects 23 unity3d files, so I ended up with 23 different mod files, and I get kind of tired re-applying them all each time the game is patched. :p
Thanks friends. ^_^
You can create mod installer packages for the different bundles and finally create a standalone installer for all bundles using Import Package.

 
Hi DerPopo!

Thanks for your work on UABE. I've found it very useful.

Is is possible to keep GameObjects intact instead of exporting just the files it contains?

Maybe like exporting them to a .unity3d package instead of raw files.

Or is the only option to piece the files back together in unity?

Thanks!

 
Aand another update, this time with Unity 2019.2.* support.

Hi DerPopo!
Thanks for your work on UABE. I've found it very useful.

Is is possible to keep GameObjects intact instead of exporting just the files it contains?

Maybe like exporting them to a .unity3d package instead of raw files.

Or is the only option to piece the files back together in unity?

Thanks!
I plan to add some kind of object tree export/import in the future. For now, you'll have to select the assets (GameObject/Component/...) manually and use raw export/import.

 
Thanks for this DerPopo, it's an awesomly useful tool.

A couple of questions:

Can someone post a link to Grim's UAE, please? I've tried searching the forum but the search gets rejected because 'UAE' is too common a term.

Apologies in advance if I simply have not been sufficiently dilligent in my reading, but is it possible to extract an asset with UBAE, modify it and reinsert back in the original asset file, or will that not work?

 
Thanks for this DerPopo, it's an awesomly useful tool.
A couple of questions:

Can someone post a link to Grim's UAE, please? I've tried searching the forum but the search gets rejected because 'UAE' is too common a term.

Apologies in advance if I simply have not been sufficiently dilligent in my reading, but is it possible to extract an asset with UBAE, modify it and reinsert back in the original asset file, or will that not work?
UAE is outdated (only supports up to Unity 5 beta iirc), but here's the link in case you want it.

Yes, you can edit assets through export and import. It will work as long as you don't 'violate' the asset format (always set the array size to the actual amount of elements, etc.).

 
That's a shame. I'm wanting to extend a game that the developer seems to have abandoned. It, however was built with more recent versions of Unity.

Am I right in thinking that, if I modified a building mesh I'd also have to modify any associated mesh renderer and collider, and if there was an associated texture, I'd have to modifiy that too?

 
That's a shame. I'm wanting to extend a game that the developer seems to have abandoned. It, however was built with more recent versions of Unity.Am I right in thinking that, if I modified a building mesh I'd also have to modify any associated mesh renderer and collider, and if there was an associated texture, I'd have to modifiy that too?
Well...question a wide. I'd say so, perhaps in most practical cases - Yes this needs.

But, for example about collider: you don't have to change collider - but then it will remain the same... The question is whether - it is acceptable or not.

Texture - you can leave if your mesh changes are not significant and do you re-create his UV.

A lot of nuances...

 
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