uTinyRipper is a tool for extracting assets from serialized files (CAB-*, *.assets, *.sharedAssets, etc.) and assets bundles (*.unity3d, *.assetbundle, etc.) and conveting them into native Engine format.
- Scenes
- Prefabs (GameObjects with transform components)
- AnimationClips (legacy, generic, humanoid)
- Meshes
- Shaders (native listing)
- Textures
- Audio
- Fonts
- Movie textures
- Materials
- AnimatorControllers
- Avatars
- Terrains
- TextAssets
- Components:
- MeshRenderer
- SkinnedMeshRenderer
- Animation
- Animator
- Canvas
- Light
- ParticleSystem
- Colliders
- Rigidbody
- AudioSource
- Camera
- MonoBehaviour (Mono only)
- MonoScript (Mono only)
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uTinyRipperCore
Core library. It's designed as an single module without any third party dependencies.
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uTinyRipperGUI
Basic graphic interface application. It has some extra converters, so additionally it export:
- AudioClip .wav export
- Texture2D .png export (with Sprites)
- Shader DirectX blob export
- References to build-in Engine assets
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uTinyRipperConsole and uTinyRipperConsoleNETCore
Sample console application which is designed to test Core library functionality.
It is command line console application. Drag and drop resource file(s) or/and folder(s) onto .exe to retrive assets. It will automaticly try to find resource dependencies, create 'Ripped' folder and extract all supported assets into created directory. As it is a sample application so I'm not going to improve it in any way.
If you want to build a solution, you 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: editor version must be no less than game version)