A library to deserialize Unity3D Assets and AssetBundles files (*.unity3d).
- python-lz4 (For UnityFS-compressed files)
Most extractors for Unity3D files (such as 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.
To open an asset, or asset bundle, with unitypack:
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:
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 are two scripts which use unitypack for some common operations:
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 is required to convert them back.Texture2D
objects will be converted to png files. Not all Texture2D formats are supported. Pillow version >= 3.4 is required for this. 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 filesShader
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.
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):
!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: <stripped>
m_Name: Cinematic
Stripped classes will be prefixed with unitypack:stripped:
.
python-unitypack is licensed under the terms of the MIT license.
The full license text is available in the LICENSE
file.
python-unitypack is a HearthSim project. All development
happens on our IRC channel #hearthsim
on Freenode.
Contributions are welcome. Make sure to read through the CONTRIBUTING.md
first.