uTinyRipper is a tool for extracting assets from serialized files (CAB-*, *.assets, *.sharedAssets, etc.) and assets bundles (*.unity3d, *.assetbundle, etc.) and converting them into native Engine format.
Important note: work on this project has been suspended. The Author is going to restart it from scratch, please redirect development and focus on other things. So don't waste your time on PRs, propositions or complex issues. The only exception is bug fixes.
Supported versions: 1.x to 2019.x (since development is suspended, 2020.x or greater won't be supported)
- Prefabs (GameObjects with transform components)
- AnimationClips (legacy, generic, humanoid)
- Shaders (native listing)
- Movie textures
- MonoBehaviour (Mono only)
- MonoScript (Mono only)
Core library. It's designed as an single module without any third party dependencies.
Basic graphic interface application. It has some extra converters, so additionally it exports:
- AudioClip .wav export
- Texture2D .png export (with Sprites)
- Shader DirectX blob export
- References to build-in Engine assets
uTinyRipperConsole and uTinyRipperConsoleNETCore
Sample console application which is designed to test Core library functionality.
It's a command line application. Drag and drop resource file(s) or/and folder(s) onto the .exe to retrieve the assets. It will then automaticly try to find resource dependencies, create a 'Ripped' folder and extract all supported assets into the created directory. As this is a sample application, I'm not going to improve it in any way.
If you want to build a solution, you'll need:
- .NET Framework 4.7.2 + .NET Core 2.0 SDK
- Compiler with C# 7.3 syntax support (Visual Studio 2017)
If you want to run binary files, you need to install:
- Microsoft Visual C++ 2015 Redistributables
- Unity 2017.3.0f3 or greater (NOTE: your editor version must be no less than the game's version)