# UnityPack **Repository Path**: git-proxy/UnityPack ## Basic Information - **Project Name**: UnityPack - **Description**: No description available - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2022-01-23 - **Last Updated**: 2022-01-23 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # UnityPack [![Build Status](https://api.travis-ci.org/HearthSim/UnityPack.svg?branch=master)](https://travis-ci.org/HearthSim/UnityPack) A library to deserialize Unity3D Assets and AssetBundles files (*.unity3d). ## Dependencies * [python-lz4](https://github.com/python-lz4/python-lz4) (For UnityFS-compressed files) ## How Unity packs assets Most extractors for Unity3D files (such as [Disunity](https://github.com/ata4/disunity)) deal with the format as a "file store", treating it as one would treat a zip. This is not how the format actually works. Unity files are binary-packed, serialized collections of Unity3D classes. To this end, they are much closer to a json file containing arrays of objects. Some of those classes have fields which contain raw data, such as Texture2D's `image data` field or TextAsset's `m_Script` field. Using this, files can be "extracted" from the asset bundles by using their `m_Name` and an appropriate extension. But doing so leaves out all the "unextractable" classes which one might want to deal with. ## Usage To open an asset, or asset bundle, with unitypack: ```py import unitypack with open("example.unity3d", "rb") as f: bundle = unitypack.load(f) for asset in bundle.assets: print("%s: %s:: %i objects" % (bundle, asset, len(asset.objects))) ``` The `objects` field on every `Asset` is a dictionary of `path_id` keys to `ObjectInfo` values. The `path_id` is a unique 64-bit signed int which represents the object instance. The `ObjectInfo` class is a lazy lookup for the data on that object. Thus, if you want to actually extract the data: ```py for id, object in asset.objects.items(): # Let's say we only want TextAsset objects if object.type == "TextAsset": # We avoid reading the data, unless it's a TextAsset data = object.read() # The resulting `data` is a unitypack.engine.TextAsset instance print("Asset name:", data.name) print("Contents:", repr(data.script)) ``` Not all base Unity3D classes are implemented. If a class is unimplemented, or a custom class (eg. a non-Unity class) is encountered, the resulting data is a dict of the fields instead. The same dict of fields can be found in the `_obj` attribute of the instance, otherwise. ## Included tools Included are two scripts which use unitypack for some common operations: ### Asset extraction `unityextract` can extract common types of data from assets and asset bundles, much like Disunity. By default, it will extract all known extractable types: * `AudioClip` objects will be converted back to their original format. Note that recent Unity3D versions pack these as FSB files, so [python-fsb5](https://github.com/hearthsim/python-fsb5) is required to convert them back. * `Texture2D` objects will be converted to png files. Not all Texture2D formats are supported. [Pillow](https://github.com/python-pillow/Pillow) version >= 3.4 is required for this. [decrunch](https://github.com/HearthSim/decrunch) is required for DXT1Crunched / DXT5Crunched. * `Mesh` objects (3D objects) will be pickled. Pull requests implementing a .obj converter are welcome and wanted. * `TextAsset` objects will be extracted as plain text, to .txt files * `Shader` objects work essentially the same way as TextAsset objects, but will be extracted to .cg files. Filters for individual formats are available. Run `unityextract --help` for the full list. ### YAML conversion `unity2yaml` can convert AssetBundles to YAML output. YAML is more appropriate than JSON due to the recursive, pointer-heavy and class-heavy nature of the Unity3D format. When run with the `--strip` argument, extractable data will be stripped out. This can make the resulting YAML output far less heavy, as binary data will otherwise be converted to Base64 which can result in extremely large text output. Here is a stripped example of the `movies0.unity3d` file from Hearthstone, which contains only two objects (a MovieTexture cinematic and a corresponding AudioClip): ```yaml !unitypack:AudioClip m_BitsPerSample: 16 m_Channels: 0 m_CompressionFormat: 0 m_Frequency: 0 m_IsTrackerFormat: false m_Legacy3D: false m_Length: 0.0 m_LoadInBackground: false m_LoadType: 0 m_Name: Cinematic audio m_PreloadAudioData: true m_Resource: !unitypack:StreamedResource {m_Offset: 0, m_Size: 0, m_Source: ''} m_SubsoundIndex: 0 m_AssetBundleName: '' m_Container: - first: final/data/movies/cinematic.unity3d second: asset: !PPtr [0, -4923783912342650895] preloadIndex: 0 preloadSize: 2 m_Dependencies: [] m_IsStreamedSceneAssetBundle: false m_MainAsset: {asset: null, preloadIndex: 0, preloadSize: 0} m_Name: '' m_PreloadTable: - !PPtr [0, -6966092991433622133] - !PPtr [0, -4923783912342650895] m_RuntimeCompatibility: 1 !unitypack:stripped:MovieTexture m_AudioClip: !PPtr [0, -6966092991433622133] m_ColorSpace: 1 m_Loop: false m_MovieData: m_Name: Cinematic ``` Stripped classes will be prefixed with `unitypack:stripped:`. ## License python-unitypack is licensed under the terms of the MIT license. The full license text is available in the `LICENSE` file. ## Community python-unitypack is a [HearthSim](http://hearthsim.info) project. All development happens on our IRC channel `#hearthsim` on [Freenode](https://freenode.net). Contributions are welcome. Make sure to read through the `CONTRIBUTING.md` first.