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Creating unity assets
Creating unity assets












  1. CREATING UNITY ASSETS FULL
  2. CREATING UNITY ASSETS CODE

0 Search 1093 Unity Source Codes, Templates And Assets. We have over 80 art packs with themes like City, Fantasy, Sci-fi, and many more.

CREATING UNITY ASSETS CODE

Some of the detex texture decoding code has been ported to c# (DXT1/DXT5/BC7/ETC1/ETC2) along with the RGBA formats.Unity 3d house assets com) Daily New Assets. Most texture encoding/decoding libraries are written in c++, so using existing libraries was not an option. Write( writer, 0, new List() ") ĪssetsTools.NET is fully managed and uses no native libraries to be portable. Using ( var writer = new AssetsFileWriter( stream)) Var repl = new AssetsReplacerFromMemory( 0, inf. load correct class database for this unity version am. LoadAssetsFile( "resources.assets ", true)

creating unity assets

if you know you're only //reading this one asset, you can set to false to //speed things up a bit var inst = am. For more information about this file, see the classdata info section below. The classdata.tpk file, which you can get from the releases page, contains type info that isn't included assets files. This only applies to assets files and not bundles, which usually have type trees. Load class databaseīefore going any further, type information needs to be loaded. You can think of Standard classes like AssetsFile and AssetsFileTable as structs directly representing the file format and AssetsManager classes like AssetsFileInstance as classes that help linking files together.

  • AssetsFileTable which is a list of AssetFileInfoExs which contain pointers to the raw data in file and more.
  • Most of the time, you should just use the dependencies list in AssetsFileInstance.
  • AssetsFile contains file version info, the type tree for storing info about asset types, and a list of dependencies.
  • LoadAssetsFile returns an AssetsFileInstance which is a wrapper for two classes. LoadAssetsFile( "resources.assets ", true) //true = load dependencies

    CREATING UNITY ASSETS FULL

    Here's a full example to read all name strings from all GameObjects from resources.assets. To help write code, you'll want to open the file you want to read/write in a tool like AssetsView.NET (in this repo) so you can see what assets have what fields. For example, there is no code to "extract sprites", but you can see the fields that store that information. Any asset type is supported, both in assets files and bundles, but making sense of it is up to you.

    creating unity assets

    However, you can pretty much edit anything and everything you want. The library is very low-level, and even with helper functions, some features still take a bit of boilerplate.

  • The Standard namespace contains classes and methods that are similar to the original library.
  • If there is a function here, you should prefer it over initializing things yourself.

    creating unity assets

    For example, AssetsManager helps manage loading multiple files and their dependencies and AssetHelper/ BundleHelper contains many useful miscellaneous methods.

  • The Extra namespace contains classes and extension methods that aren't in the original library.
  • Because of that, there are usually two ways to do something. The original api design and file formats (class package) comes from UABE's C++ AssetsTools library, but it has been rewritten in C# with many added helper functions. This is a library for reading and writing unity assets files and bundle files.
  • Reading asset paths from resources.assets and bundles.
  • creating unity assets

  • Bundle creator (create assets/bundle files).
  • net library for reading and modifying unity assets and bundles based off of the AssetsTools library from UABE.














    Creating unity assets