AssetRipper
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GUI Application to work with engine assets, asset bundles, and serialized files
The plugins folder from the game should be copied into the exported project, probably into `Assets/Plugins/native`.
Currently, AssetRipper supports 3 modes for script export: * Decompiled * Hybrid * Dll without renaming The fourth mode (dll with renaming) has not yet been implemented. That is what...
WWise `bnk` and `pck` files could be loaded into AssetRipper as audio assets, perhaps in the processing layer. ```cs public sealed class WWiseAudioClip : UnityObjectBase, IHasNameString { public string Name...
### Are you on the latest version of AssetRipper? No, I need to download a newer version and try again. ### Which release are you using? Windows x64 ### Which...
### Describe the new feature or enhancement Hello ;) Now that hybrid Export is implemented and working fine, It would be Super Great if we could have GUI settings in...
Hello, I noticed some issues with the baked light, I made a build from your git with last changes to LightingData. Some of the objects in my scene are set...
### Are you on the latest version of AssetRipper? Yes, I'm on the latest release of AssetRipper. ### Which release are you using? Windows x64 ### Which game did this...
### Are you on the latest version of AssetRipper? Yes, I'm on the latest release of AssetRipper. ### Which release are you using? Windows x64 ### Which game did this...
## Context Current handling of sprites is a mess. There's 3 equally broken export modes. I didn't write code for any of them and cannot contact the authors. Code documentation...
### Are you on the latest version of AssetRipper? Yes, I'm on the latest alpha-build of AssetRipper. ### Which release are you using? Windows x64 ### Which game did this...