You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I'm not very familiar with UnityWeb files (except the ones in front of my own face), but these all have num_assets = 1 and a names of "CAB-{SHA1}". I assume that the name/offset/size objects are repeated for num_assets, and then we pad out to the nearest 4 byte boundary.
I assume that this logic could be hoisted up to AssetBundle, instead of assuming that compressed bundles always have one asset, and then the Asset constructor can take something like a decompressed buffer slice for [offset:offset+size] and be given the name from the header.
I don't have good testing infrastructure, though, so I'm afraid I will cause a regression for files I don't have in front of my face. Suggestions welcome.
The text was updated successfully, but these errors were encountered:
Hi, as seen in asset.py:
"# FIXME: this offset needs to be explored more"
I have some information on this; the header appears to look something like:
I'm not very familiar with UnityWeb files (except the ones in front of my own face), but these all have num_assets = 1 and a names of "CAB-{SHA1}". I assume that the name/offset/size objects are repeated for num_assets, and then we pad out to the nearest 4 byte boundary.
I assume that this logic could be hoisted up to AssetBundle, instead of assuming that compressed bundles always have one asset, and then the Asset constructor can take something like a decompressed buffer slice for [offset:offset+size] and be given the name from the header.
I don't have good testing infrastructure, though, so I'm afraid I will cause a regression for files I don't have in front of my face. Suggestions welcome.
The text was updated successfully, but these errors were encountered: