

- #UNITY ASSETS BUNDLE EXTRACTOR MESH GENERATOR#
- #UNITY ASSETS BUNDLE EXTRACTOR MESH UPDATE#
- #UNITY ASSETS BUNDLE EXTRACTOR MESH FULL#
- #UNITY ASSETS BUNDLE EXTRACTOR MESH CODE#
My suspicion is this has something to do with a dependency not being correctly which would make sense as the scriptable object itself is able to be loaded as proved by the generator being able to produce the correct Name. However, i am certain that i have my Scriptable Object setup correctly as you can see here: The mesh model does not seem to be loaded correctly: when used in the actual game, the mesh filter which i assign the model to shows "None (Mesh)". When I run this, my output looks as follows: (not to be confused with name, designated to the object name) The "Name" refers to the display name of the item as the user will see it and is not used in any part of the loading process. In this above image, "input" refers to a JSON container class, where input.model is a string representing the name of the scriptable object instance to load from the AssetBundle.
#UNITY ASSETS BUNDLE EXTRACTOR MESH CODE#
Here is a snippet of code to show where the item is being generated: This has worked so far for Strings, Ints, Textures, and Particle Systems, however I seem to have run into an issue where the mesh associated with the scriptable object is not being loaded. Still there is Unity Studio 8.In my effort to create a scriptableObject based procedural generation system, I placed all of my scriptable objects into their own AssetBundles. I am especially excited for the compressed mesh support because i collect models,īut it still has a way to go, it failed on quite a few compressed meshes. Use comctrl32 6.0 for the progress indicators, which also changes the look of dialog controls.įix a bug allowing UABE to close before saving bundles. Hide removed assets from unsaved bundles. Make the plugin option list double-clickable.
#UNITY ASSETS BUNDLE EXTRACTOR MESH UPDATE#
Update the Texture2D edit dialog to and fix a couple of options to represent the asset format properly.Ĭhange the default asset list window size.Ĭhange the default name format for exports to allow UABE to find the files for batch import. Make AssetTypeInstance more strict on invalid assets or outdated type information (prevent out of memory crashes when trying to view or export dumps of some assets).įix a bug importing. Improve bundle decompression for LZ4 files by creating a streamed decompression interface. assets files that caused a missing field which in some cases caused further trouble. Use type information to add valid assets with zeroed fields instead of empty ones.Īllow entering a type name instead of a type id for the Add Asset dialog.įix a bug writing. Redo AssetsFileReader / AssetsFileWriter interfaces and add experimental support for more than 2045 files.Īdd mip map support to the Texture2D plugin.Īdd compressed mesh support (experimental).Īdd bundle compression support (LZMA only, experimental).Īdd multithread DXT1/5 compression support. Support RGB9e5Float HDR, RG16 and R8 texture formats (will still be converted from/to normal SDR RGBA32).Īdd big endian write support (experimental). assets files (opening files, selecting assets, removing assets, adding assets, plugin options).

Improve performance massively for very large. Base container assets can be searched for.Īdd progress indicators for opening.

Update plugins for 2017.1.* and 2017.2.*.Īdd a new column "Container" to the asset list to show assets grouped together properly.
#UNITY ASSETS BUNDLE EXTRACTOR MESH FULL#
Add batch import support for raw assets, dumps, Texture2D, TextAsset, TerrainData and MovieTexture.Īdd an option to retrieve MonoBehaviour type information from assemblies to create full dumps.Īdd UABE JSON dump export/import and Unity JsonUtility compatible export.
