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v0.22.0

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@Diphome Diphome released this 09 Sep 18:11
· 8 commits to master since this release

UnityRift v0.22.0

Everything since v0.21.1.

New

  • Clear error for custom-encrypted bundles. Bundles protected by a custom (non-UnityCN) encryption scheme now fail with a concise warning explaining the bundle can't be opened without the game's key/method, instead of an opaque decompression stack trace. Full technical detail remains at --log-level debug.
  • CLI dump/info accept any asset type. These read-only inspection modes no longer require --load-all for non-exportable types (e.g. -m dump -t animationClip now works directly). The actual exporters stay restricted to exportable types.
  • Unity-correct Sprite / SpriteAtlas RenderData GUIDs (port of upstream AssetStudio PR #1034). Dumped m_RenderDataKey / m_RenderDataMap GUIDs now match Unity's value. Atlas↔sprite association is unaffected.

Fixes

  • 0×0 sprites no longer abort a batch export. Zero-size sprite regions (removed/invisible sprites, e.g. PvZ3 CN) previously threw and broke the whole parallel export; they are now skipped with a warning and the export continues.
  • AnimatorOverrideController clips exported/previewed as empty (0.00s). The override map (original → override) is now followed instead of exporting the base controller's empty template_* placeholder clips, so animator FBX export and the GUI animator preview get the real, playable clips.
  • MonoBehaviour preview: blank assembly dialog + "Failed to read type" spam. Mono games now auto-load the Managed folder found next to the loaded files, so MonoBehaviour script fields resolve on click without a folder dialog or per-field read errors. IL2CPP behaviour is unchanged.
  • GUI type filter missing lazy-loaded asset types. Lazy placeholders (Mesh, AnimationClip, Font, TextAsset, MovieTexture, Shader) are now marked exportable from their real ClassID, so those types appear in the Filter Type menu again.
  • Split files in zip/APK logged a misleading CWD-relative path. Merged *.split0/1/… chunks now log their correct virtual path under the archive. (Loading was always correct; only the label was wrong.)
  • CLI: a missing value for a known option no longer suggests the option you just typed (e.g. --fbx-animation no longer prints "Did you mean [--fbx-animation]?"). It now prints the option's own description. Unknown/misspelled options still use the fuzzy suggester.

Quality / perf

  • Reduced log noise: "Failed to read type" messages moved from Info to Debug and reworded (expected for MonoBehaviour with no assembly loaded); redirected/MCP output no longer accumulates [000%][001%]… / "Converted [k/N]" progress spam.
  • GUI: right-clicking a large multi-selection of Mesh/AnimationClip no longer hydrates every selected asset just to build the context menu.

Packages

  • UnityRift-v0.22.0-GUI-net9-win-x64.zip — GUI, .NET 9 (recommended)
  • UnityRift-v0.22.0-GUI-net8-win-x64.zip — GUI, .NET 8
  • UnityRift-v0.22.0-GUI-net472-win-x64.zip — GUI, .NET Framework 4.7.2
  • UnityRift-v0.22.0-CLI-net8-win-x64.zip — command-line tool, .NET 8

Framework-dependent builds (SelfContained=false) — the matching .NET runtime must be installed.