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UnityRuntimeExplorer v1.0.0-beta
v1.0.0-beta Release Notes
Full Changelog: v0.1.5...v1.0.0
New Features
- Audio preview: Play/Stop button next to
AudioClipreferences in the Object Inspector, played through a hidden, persistentAudioSource(unaffected by listener position). - Texture/Sprite preview: Preview/Hide button next to
Texture2DandSpritereferences, rendered inline via a GPU texture (DX11 only).- Automatic GPU-side fallback (
Graphics.Blit+ReadPixels) for textures withisReadable = false— the common case for shipped, compressed game art. - Sprite support: crops to the sprite's sub-rect within its source texture.
- Automatic GPU-side fallback (
- Export to disk:
-Textures/Sprites → PNG (custom dependency-free encoder). - AudioClips → WAV (32-bit float PCM). Automatically triggers and waits for
AudioClip.LoadAudioData()when the clip's samples aren't resident in memory yet. - Files are written to a
URK_Exportsfolder next to the mod DLL.
Fixes
Enum-valued fields (e.g. LightType.Spot) now display their real value instead of the declaring type's name. Root cause: Mono reports enum fields with a generic VALUETYPE code (unlike IL2CPP's dedicated ENUM code), so they were misclassified as plain value types.
Field/property watches now show the resolved method name of whatever wrote the value (e.g. Namespace.Class.Method+0x1A) instead of a raw hex address.
Fixed AudioSource.set_clip() in the SDK: it never actually worked due to a parameter-type inference bug, silently failing every call.
Known Limitations
- Texture/Sprite preview and export require DX11; DX12 and OpenGL targets report a clear error instead.
- Texture preview/export caps out at 2048×2048.
- Audio export doesn't support clips with
AudioClipLoadType.Streaming(a Unity API restriction — samples are never fully resident in memory for those).
Internal
- Added
mono_array_newbinding (resolved directly from the target process'smono.dll, no loader/ABI version bump needed) so Mono-backend games can allocate the managed arrayAudioClip.GetData()requires — IL2CPP already supported this.
Download the DLL that matches the target game's backend (IL2CPP/Mono). MCP is optional. Please check out the installation guide here:
https://github.com/Jadis0x/UnityRuntimeExplorer#installing
Support
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