I haven't taken a look at how Unity composes the sound banks yet, but it's definitely something I want to add support for.@DerPopoHmmm....really....and for what reason there is no opportunity to replace sound files, like textures?
The sound data is stored with the proprietary FMOD sound bank format and the FMOD API does not provide a way to extract the data without decompressing it.Is it possible to extract AudioClip without converting it to .wav? I want original .ogg Vorbis file without decompression. Thank you for help.
For some reason, it's caused by the progress window (which is invisible at first), though it should be easy to work around. I didn't think it'd be a problem since it does not occur when launching through the explorer in my case, but I'll make sure it will be fixed with the next release.You can replace sound files but it requires using unity to convert to FSB5 and do some hex editing, I don't know the convertion can be implemented easily by DerPopo.
Anyway on the lastest version when you click on "info" the window constantly goes into background, possible to fix it ?
as i have no idea what that means, i guess this programm will be useless for me :S2.2 beta 4 is out with Unity 2017.4 and 2018.2 support, as well as improved bundle compression with an LZ4 option and fixes for the orientation of transformation matrices for skinned meshes.
...but the one who understands this - it is useful to him.as i have no idea what that means, i guess this programm will be useless for me :S
Just try... it often happens that i have compatibility for some time between versions...guys, hi all, first, thank you @derpopo , amazing tool.
I have a doubt, I'm modding an app and it has many assets, each asset has only 1 image texture (1 country flag), that app is updated periodically (1 month) and when this occurs it is compiled with different unity version by its creator but asset files have same name.My doubt is if I have modding all asset again (all flag) due unity version compatibility every time that app is updated.
As n2n1 mentioned, the files may be compatible in some cases (especially with bundle files).guys, hi all, first, thank you @derpopo , amazing tool.
I have a doubt, I'm modding an app and it has many assets, each asset has only 1 image texture (1 country flag), that app is updated periodically (1 month) and when this occurs it is compiled with different unity version by its creator but asset files have same name.My doubt is if I have modding all asset again (all flag) due unity version compatibility every time that app is updated.
wow very easy! it works, I have imported all new image texteres for each asset in 10 seconds!As n2n1 mentioned, the files may be compatible in some cases (especially with bundle files).If the files are not compatible, it should at least be possible to simplify this process a lot :
- If the files are bundles (which is the case if can press Info on the main window), you can use the command line batch export option (see Usage.txt) to export the .assets files to a specific directory. Otherwise, copy the existing .assets to a new directory.
- Open the exported .assets files all at once (select all in the Open dialog), click the Type column and select all Texture2D assets. Then, use the texture batch import option (Plugins) to import all textures at once. You'll have to batch export the images from a modded set of game files first so it can find the images properly.
- Save the modified .assets files to a new directory (for bundles) or to the directory they were in before.
- (Bundles only) use the command line batch import option to get the new bundles.
Of course, this requires the Texture2D Path IDs to be stable across updates, which I they should be if the files only contain one asset, each.
This also requires the file names to be stable (in case of bundles, CAB-<hash> names must not change).
I have the same problem, i still rolled back on 2.2 beta3. The export of models does not work.I'm not sure that upgrading to 2.2B4 is a good idea. The export of models is useless.