UnityPy


NameUnityPy JSON
Version 1.22.5 PyPI version JSON
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SummaryA Unity extraction and patching package
upload_time2025-05-31 22:31:27
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licenseMIT License Copyright (c) 2019-2021 K0lb3 Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
keywords python unity unity-asset python3 data-minig unitypack assetstudio unity-asset-extractor
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            # UnityPy

[![Discord server invite](https://discordapp.com/api/guilds/603359898507673630/embed.png)](https://discord.gg/C6txv7M)
[![PyPI supported Python versions](https://img.shields.io/pypi/pyversions/UnityPy.svg)](https://pypi.python.org/pypi/UnityPy)
[![Win/Mac/Linux](https://img.shields.io/badge/platform-windows%20%7C%20macos%20%7C%20linux-informational)]()
[![MIT](https://img.shields.io/github/license/K0lb3/UnityPy)](https://github.com/K0lb3/UnityPy/blob/master/LICENSE)
![Test](https://github.com/K0lb3/UnityPy/workflows/Test/badge.svg)

A Unity asset extractor for Python based on [AssetStudio](https://github.com/Perfare/AssetStudio).

Next to extraction, UnityPy also supports editing Unity assets.
Via the typetree structure all object types can be edited in their native forms.

```python
# modification via dict:
    raw_dict = obj.read_typetree()
    # modify raw dict
    obj.save_typetree(raw_dict)
# modification via parsed class
    instance = obj.read()
    # modify instance
    obj.save(instance)
```

If you need advice or if you want to talk about (game) data-mining,
feel free to join the [UnityPy Discord](https://discord.gg/C6txv7M).

If you're using UnityPy for a commercial project,
a donation to a charitable cause or a sponsorship of this project is expected.

**As UnityPy is still in active development, breaking changes can happen.**
These changes are usually limited to minor versions (x.y) and not to patch versions (x.y.z).
So in case that you don't want to actively maintain your project,
make sure to make a note of the used UnityPy version in your README or add a check in your code.
e.g.

```python
if UnityPy.__version__ != '1.9.6':
    raise ImportError("Invalid UnityPy version detected. Please use version 1.9.6")
```

1. [Installation](#installation)
2. [Example](#example)
3. [Important Classes](#important-classes)
4. [Important Object Types](#important-object-types)
5. [Configurations](#configurations)
6. [Credits](#credits)

## Installation

**Python 3.7.0 or higher is required.**

Install via PyPI:

```bash
pip install UnityPy
```

Install from source code:

```bash
git clone https://github.com/K0lb3/UnityPy.git
cd UnityPy
python -m pip install .
```

### Notes

#### Windows

Visual C++ Redistributable is required for the brotli dependency.
In case a new(ish) Python version is used, it can happen that the C-dependencies of UnityPy might not be precompiled for this version.
In such cases the user either has to report this as issue or follow the steps of [this issue](https://github.com/K0lb3/UnityPy/issues/223) to compile it oneself.
Another option for the user is downgrading Python to the latest version supported by UnityPy. For this see the Python version badge at the top of the README.

#### Crash without warning/error

The C-implementation of the typetree reader can directly crash Python.
In case this happens, the usage of the C-typetree reader can be disabled. Read [this section](#disable-typetree-c-implementation) for more details.

## Example

The following is a simple example.

```python
import os
import UnityPy

def unpack_all_assets(source_folder: str, destination_folder: str):
    # iterate over all files in source folder
    for root, dirs, files in os.walk(source_folder):
        for file_name in files:
            # generate file_path
            file_path = os.path.join(root, file_name)
            # load that file via UnityPy.load
            env = UnityPy.load(file_path)

            # iterate over internal objects
            for obj in env.objects:
                # process specific object types
                if obj.type.name in ["Texture2D", "Sprite"]:
                    # parse the object data
                    data = obj.read()

                    # create destination path
                    dest = os.path.join(destination_folder, data.name)

                    # make sure that the extension is correct
                    # you probably only want to do so with images/textures
                    dest, ext = os.path.splitext(dest)
                    dest = dest + ".png"

                    img = data.image
                    img.save(dest)

            # alternative way which keeps the original path
            for path,obj in env.container.items():
                if obj.type.name in ["Texture2D", "Sprite"]:
                    data = obj.read()
                    # create dest based on original path
                    dest = os.path.join(destination_folder, *path.split("/"))
                    # make sure that the dir of that path exists
                    os.makedirs(os.path.dirname(dest), exist_ok = True)
                    # correct extension
                    dest, ext = os.path.splitext(dest)
                    dest = dest + ".png"
                    data.image.save(dest)
```

You probably have to read [Important Classes](#important-classes)
and [Important Object Types](#important-object-types) to understand how it works.

Users with slightly advanced Python skills should look at [UnityPy/tools/extractor.py](UnityPy/tools/extractor.py) for a more advanced example.
It can also be used as a general template or as an importable tool.

## Important Classes

### Environment

[Environment](UnityPy/environment.py) loads and parses the given files.
It can be initialized via:

-   a file path - apk files can be loaded as well
-   a folder path - loads all files in that folder (bad idea for folders with a lot of files)
-   a stream - e.g., `io.BytesIO`, file stream,...
-   a bytes object - will be loaded into a stream

UnityPy can detect if the file is a WebFile, BundleFile, Asset, or APK.

The unpacked assets will be loaded into `.files`, a dict consisting of `asset-name : asset`.

All objects of the loaded assets can be easily accessed via `.objects`,
which itself is a simple recursive iterator.

```python
import io
import UnityPy

# all of the following would work
src = "file_path"
src = b"bytes"
src = io.BytesIO(b"Streamable")

env = UnityPy.load(src)

for obj in env.objects:
    ...

# saving an edited file
    # apply modifications to the objects
    # don't forget to use data.save()
    ...
with open(dst, "wb") as f:
    f.write(env.file.save())
```

### Asset

Assets \([SerializedFile class](UnityPy/files/SerializedFile.py)\) are a container that contains multiple objects.
One of these objects can be an AssetBundle, which contains a file path for some of the objects in the same asset.

All objects can be found in the `.objects` dict - `{ID : object}`.

The objects with a file path can be found in the `.container` dict - `{path : object}`.

### Object

Objects \([ObjectReader class](UnityPy/files/ObjectReader.py)\) contain the _actual_ files, e.g., textures, text files, meshes, settings, ...

To acquire the actual data of an object it has to be read first. This happens via the `.read()` function. This isn't done automatically to save time because only a small part of the objects are of interest. Serialized objects can be set with raw data using `.set_raw_data(data)` or modified with `.save()` function, if supported.

## Important Object Types

Now UnityPy uses [auto generated classes](UnityPy/classes/generated.py) with some useful extension methods and properties defined in [legacy_patch](UnityPy/classes/legacy_patch/). You can search for a specific classes in the module `UnityPy.classes` with your IDE's autocompletion.

### Texture2D

-   `.m_Name`
-   `.image` converts the texture into a `PIL.Image`
-   `.m_Width` - texture width (int)
-   `.m_Height` - texture height (int)

**Export**

```python
from PIL import Image
for obj in env.objects:
    if obj.type.name == "Texture2D":
        # export texture
        data = obj.read()
        path = os.path.join(export_dir, f"{data.m_Name}.png")
        data.image.save(path)
        # edit texture
        fp = os.path.join(replace_dir, f"{data.m_Name}.png")
        pil_img = Image.open(fp)
        data.image = pil_img
        data.save()
```

### Sprite

Sprites are part of a texture and can have a separate alpha-image as well.
Unlike most other extractors (including AssetStudio), UnityPy merges those two images by itself.

-   `.m_Name`
-   `.image` - converts the merged texture part into a `PIL.Image`
-   `.m_Width` - sprite width (int)
-   `.m_Height` - sprite height (int)

**Export**

```python
for obj in env.objects:
    if obj.type.name == "Sprite":
        data = obj.read()
        path = os.path.join(export_dir, f"{data.m_Name}.png")
        data.image.save(path)
```

### TextAsset

TextAssets are usually normal text files.

-   `.m_Name`
-   `.m_Script` - str

Some games save binary data as TextAssets. As ``m_Script`` gets handled as str by default,
use ``m_Script.encode("utf-8", "surrogateescape")`` to retrieve the original binary data.

**Export**

```python
for obj in env.objects:
    if obj.type.name == "TextAsset":
        # export asset
        data = obj.read()
        path = os.path.join(export_dir, f"{data.m_Name}.txt")
        with open(path, "wb") as f:
            f.write(data.m_Script.encode("utf-8", "surrogateescape"))
        # edit asset
        fp = os.path.join(replace_dir, f"{data.m_Name}.txt")
        with open(fp, "rb") as f:
            data.m_Script = f.read().decode("utf-8", "surrogateescape"))
        data.save()
```

### MonoBehaviour

MonoBehaviour assets are usually used to save the class instances with their values.
The structure/typetree for these classes might not be contained in the asset files.
In such cases see the 2nd example (TypeTreeGenerator) below.

-   `.m_Name`
-   `.m_Script`

**Export**

```python
import json

for obj in env.objects:
    if obj.type.name == "MonoBehaviour":
        # export
        if obj.serialized_type.node:
            # save decoded data
            tree = obj.read_typetree()
            fp = os.path.join(extract_dir, f"{tree['m_Name']}.json")
            with open(fp, "wt", encoding = "utf8") as f:
                json.dump(tree, f, ensure_ascii = False, indent = 4)

        # edit
        if obj.serialized_type.node:
            tree = obj.read_typetree()
            # apply modifications to the data within the tree
            obj.save_typetree(tree)
        else:
            data = obj.read(check_read=False)
            with open(os.path.join(replace_dir, data.m_Name)) as f:
                data.save(raw_data = f.read())
```

**TypeTreeGenerator**

UnityPy can generate the typetrees of MonoBehaviours from the game assemblies using an optional package, ``TypeTreeGeneratorAPI``, which has to be installed via pip.
UnityPy will automatically try to generate the typetree of MonoBehaviours if the typetree is missing in the assets and ``env.typetree_generator`` is set.

```python
import UnityPy
from UnityPy.helpers.TypeTreeGenerator import TypeTreeGenerator

# create generator
GAME_ROOT_DIR: str
# e.g. r"D:\Program Files (x86)\Steam\steamapps\common\Aethermancer Demo"
GAME_UNITY_VERSION: str
# you can get the version via an object
# e.g. objects[0].assets_file.unity_version

generator = TypeTreeGenerator(GAME_UNITY_VERSION)
generator.load_local_game(GAME_ROOT_DIR)
# generator.load_local_game(root_dir: str) - for a Windows game
# generator.load_dll_folder(dll_dir: str) - for mono / non-il2cpp or generated dummies
# generator.load_dll(dll: bytes)
# generator.load_il2cpp(il2cpp: bytes, metadata: bytes)

env = UnityPy.load(fp)
# assign generator to env
env.typetree_generator = generator
for obj in objects:
    if obj.type.name == "MonoBehaviour":
        # automatically tries to use the generator in the background if necessary
        x = obj.read()
```


### AudioClip

-   `.samples` - `{sample-name : sample-data}`

The samples are converted into the .wav format.
The sample data is a .wav file in bytes.

```python
clip: AudioClip
for name, data in clip.samples.items():
    with open(name, "wb") as f:
        f.write(data)
```

### Font

**Export**

```python
if obj.type.name == "Font":
    font: Font = obj.read()
    if font.m_FontData:
        extension = ".ttf"
        if font.m_FontData[0:4] == b"OTTO":
            extension = ".otf"

    with open(os.path.join(path, font.m_Name+extension), "wb") as f:
        f.write(font.m_FontData)
```

### Mesh

-   `.export()` - mesh exported as .obj (str)

The mesh will be converted to the Wavefront .obj file format.

```python
mesh: Mesh
with open(f"{mesh.m_Name}.obj", "wt", newline = "") as f:
    # newline = "" is important
    f.write(mesh.export())
```

### Renderer, MeshRenderer, SkinnedMeshRenderer

ALPHA-VERSION

-   `.export(export_dir)` - exports the associated mesh, materials, and textures into the given directory

The mesh and materials will be in the Wavefront formats.

```python
mesh_renderer: Renderer
export_dir: str

if mesh_renderer.m_GameObject:
    # get the name of the model
    game_object = mesh_renderer.m_GameObject.read()
    export_dir = os.path.join(export_dir, game_object.m_Name)
mesh_renderer.export(export_dir)
```

### Texture2DArray

WARNING - not well tested

-   `.m_Name`
-   `.image` converts the texture2darray into a `PIL.Image`
-   `.m_Width` - texture width (int)
-   `.m_Height` - texture height (int)

**Export**

```python
import os
from PIL import Image
for obj in env.objects:
    if obj.type.name == "Texture2DArray":
        # export texture
        data = obj.read()
        for i, image in enumerate(data.images):
            image.save(os.path.join(path, f"{data.m_Name}_{i}.png"))
        # editing isn't supported yet!
```

## Configurations

There're several configurations and interfaces that provide the customizability to UnityPy.

### Unity CN Decryption

The Chinese version of Unity has its own builtin option to encrypt AssetBundles/BundleFiles. As it's a feature of Unity itself, and not a game specific protection, it is included in UnityPy as well.
To enable encryption simply use the code as follow, with `key` being the value that the game that loads the bundles passes to `AssetBundle.SetAssetBundleDecryptKey`.

```python
import UnityPy
UnityPy.set_assetbundle_decrypt_key(key)
```

### Unity Fallback Version

In case UnityPy failed to detect the Unity version of the game assets, you can set a fallback version. e.g.

```python
import UnityPy.config
UnityPy.config.FALLBACK_UNITY_VERSION = "2.5.0f5"
```

### Disable Typetree C-Implementation

The [C-implementation](UnityPyBoost/) of typetree reader can boost the parsing of typetree by a lot. If you want to disable it and use pure Python reader, you can put the following 2 lines in your main file.

```python
from UnityPy.helpers import TypeTreeHelper
TypeTreeHelper.read_typetree_boost = False
```

### Custom Block (De)compression

Some game assets have non-standard compression/decompression algorithm applied on the block data. If you wants to customize the compression/decompression function, you can modify the corresponding function mapping. e.g.

```python
from UnityPy.enums.BundleFile import CompressionFlags
flag = CompressionFlags.LZHAM

from UnityPy.helpers import CompressionHelper
CompressionHelper.COMPRESSION_MAP[flag] = custom_compress
CompressionHelper.DECOMPRESSION_MAP[flag] = custom_decompress
```

-   `custom_compress(data: bytes) -> bytes` (where bytes can also be bytearray or memoryview)
-   `custom_decompress(data: bytes, uncompressed_size: int) -> bytes`

### Custom Filesystem

UnityPy uses [fsspec](https://github.com/fsspec/filesystem_spec) under the hood to manage all filesystem interactions.
This allows using various different types of filesystems without having to change UnityPy's code.
It also means that you can use your own custom filesystem to e.g. handle indirection via catalog files, load assets on demand from a server, or decrypt files.

Following methods of the filesystem have to be implemented for using it in UnityPy.

-   `sep` (not a function, just the separator as character)
-   `isfile(self, path: str) -> bool`
-   `isdir(self, path: str) -> bool`
-   `exists(self, path: str, **kwargs) -> bool`
-   `walk(self, path: str, **kwargs) -> Iterable[List[str], List[str], List[str]]`
-   `open(self, path: str, mode: str = "rb", **kwargs) -> file` ("rb" mode required, "wt" required for ModelExporter)
-   `makedirs(self, path: str, exist_ok: bool = False) -> bool`

## Credits

First of all,
thanks a lot to all contributors of UnityPy and all of its users.

Also, many thanks to:

-   [Perfare](https://github.com/Perfare) for creating and maintaining and every contributor of [AssetStudio](https://github.com/Perfare/AssetStudio)
-   [ds5678](https://github.com/ds5678) for the [TypeTreeDumps](https://github.com/AssetRipper/TypeTreeDumps) and the [custom minimal Tpk format](https://github.com/AssetRipper/Tpk)
-   [Razmoth](https://github.com/Razmoth) for figuring out and sharing Unity CN's AssetBundle decryption ([src](https://github.com/Razmoth/PGRStudio)).
-   [nesrak1](https://github.com/nesrak1) for figuring out the [Switch texture swizzling](https://github.com/nesrak1/UABEA/blob/master/TexturePlugin/Texture2DSwitchDeswizzler.cs)
-   xiop_13690 (discord) for figuring out unsolved issues of the ManagedReferencesRegistry

            

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    "maintainer_email": null,
    "keywords": "python, unity, unity-asset, python3, data-minig, unitypack, assetstudio, unity-asset-extractor",
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    "author_email": "Rudolf Kolbe <rkolbe96@gmail.com>",
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    "description": "# UnityPy\n\n[![Discord server invite](https://discordapp.com/api/guilds/603359898507673630/embed.png)](https://discord.gg/C6txv7M)\n[![PyPI supported Python versions](https://img.shields.io/pypi/pyversions/UnityPy.svg)](https://pypi.python.org/pypi/UnityPy)\n[![Win/Mac/Linux](https://img.shields.io/badge/platform-windows%20%7C%20macos%20%7C%20linux-informational)]()\n[![MIT](https://img.shields.io/github/license/K0lb3/UnityPy)](https://github.com/K0lb3/UnityPy/blob/master/LICENSE)\n![Test](https://github.com/K0lb3/UnityPy/workflows/Test/badge.svg)\n\nA Unity asset extractor for Python based on [AssetStudio](https://github.com/Perfare/AssetStudio).\n\nNext to extraction, UnityPy also supports editing Unity assets.\nVia the typetree structure all object types can be edited in their native forms.\n\n```python\n# modification via dict:\n    raw_dict = obj.read_typetree()\n    # modify raw dict\n    obj.save_typetree(raw_dict)\n# modification via parsed class\n    instance = obj.read()\n    # modify instance\n    obj.save(instance)\n```\n\nIf you need advice or if you want to talk about (game) data-mining,\nfeel free to join the [UnityPy Discord](https://discord.gg/C6txv7M).\n\nIf you're using UnityPy for a commercial project,\na donation to a charitable cause or a sponsorship of this project is expected.\n\n**As UnityPy is still in active development, breaking changes can happen.**\nThese changes are usually limited to minor versions (x.y) and not to patch versions (x.y.z).\nSo in case that you don't want to actively maintain your project,\nmake sure to make a note of the used UnityPy version in your README or add a check in your code.\ne.g.\n\n```python\nif UnityPy.__version__ != '1.9.6':\n    raise ImportError(\"Invalid UnityPy version detected. Please use version 1.9.6\")\n```\n\n1. [Installation](#installation)\n2. [Example](#example)\n3. [Important Classes](#important-classes)\n4. [Important Object Types](#important-object-types)\n5. [Configurations](#configurations)\n6. [Credits](#credits)\n\n## Installation\n\n**Python 3.7.0 or higher is required.**\n\nInstall via PyPI:\n\n```bash\npip install UnityPy\n```\n\nInstall from source code:\n\n```bash\ngit clone https://github.com/K0lb3/UnityPy.git\ncd UnityPy\npython -m pip install .\n```\n\n### Notes\n\n#### Windows\n\nVisual C++ Redistributable is required for the brotli dependency.\nIn case a new(ish) Python version is used, it can happen that the C-dependencies of UnityPy might not be precompiled for this version.\nIn such cases the user either has to report this as issue or follow the steps of [this issue](https://github.com/K0lb3/UnityPy/issues/223) to compile it oneself.\nAnother option for the user is downgrading Python to the latest version supported by UnityPy. For this see the Python version badge at the top of the README.\n\n#### Crash without warning/error\n\nThe C-implementation of the typetree reader can directly crash Python.\nIn case this happens, the usage of the C-typetree reader can be disabled. Read [this section](#disable-typetree-c-implementation) for more details.\n\n## Example\n\nThe following is a simple example.\n\n```python\nimport os\nimport UnityPy\n\ndef unpack_all_assets(source_folder: str, destination_folder: str):\n    # iterate over all files in source folder\n    for root, dirs, files in os.walk(source_folder):\n        for file_name in files:\n            # generate file_path\n            file_path = os.path.join(root, file_name)\n            # load that file via UnityPy.load\n            env = UnityPy.load(file_path)\n\n            # iterate over internal objects\n            for obj in env.objects:\n                # process specific object types\n                if obj.type.name in [\"Texture2D\", \"Sprite\"]:\n                    # parse the object data\n                    data = obj.read()\n\n                    # create destination path\n                    dest = os.path.join(destination_folder, data.name)\n\n                    # make sure that the extension is correct\n                    # you probably only want to do so with images/textures\n                    dest, ext = os.path.splitext(dest)\n                    dest = dest + \".png\"\n\n                    img = data.image\n                    img.save(dest)\n\n            # alternative way which keeps the original path\n            for path,obj in env.container.items():\n                if obj.type.name in [\"Texture2D\", \"Sprite\"]:\n                    data = obj.read()\n                    # create dest based on original path\n                    dest = os.path.join(destination_folder, *path.split(\"/\"))\n                    # make sure that the dir of that path exists\n                    os.makedirs(os.path.dirname(dest), exist_ok = True)\n                    # correct extension\n                    dest, ext = os.path.splitext(dest)\n                    dest = dest + \".png\"\n                    data.image.save(dest)\n```\n\nYou probably have to read [Important Classes](#important-classes)\nand [Important Object Types](#important-object-types) to understand how it works.\n\nUsers with slightly advanced Python skills should look at [UnityPy/tools/extractor.py](UnityPy/tools/extractor.py) for a more advanced example.\nIt can also be used as a general template or as an importable tool.\n\n## Important Classes\n\n### Environment\n\n[Environment](UnityPy/environment.py) loads and parses the given files.\nIt can be initialized via:\n\n-   a file path - apk files can be loaded as well\n-   a folder path - loads all files in that folder (bad idea for folders with a lot of files)\n-   a stream - e.g., `io.BytesIO`, file stream,...\n-   a bytes object - will be loaded into a stream\n\nUnityPy can detect if the file is a WebFile, BundleFile, Asset, or APK.\n\nThe unpacked assets will be loaded into `.files`, a dict consisting of `asset-name : asset`.\n\nAll objects of the loaded assets can be easily accessed via `.objects`,\nwhich itself is a simple recursive iterator.\n\n```python\nimport io\nimport UnityPy\n\n# all of the following would work\nsrc = \"file_path\"\nsrc = b\"bytes\"\nsrc = io.BytesIO(b\"Streamable\")\n\nenv = UnityPy.load(src)\n\nfor obj in env.objects:\n    ...\n\n# saving an edited file\n    # apply modifications to the objects\n    # don't forget to use data.save()\n    ...\nwith open(dst, \"wb\") as f:\n    f.write(env.file.save())\n```\n\n### Asset\n\nAssets \\([SerializedFile class](UnityPy/files/SerializedFile.py)\\) are a container that contains multiple objects.\nOne of these objects can be an AssetBundle, which contains a file path for some of the objects in the same asset.\n\nAll objects can be found in the `.objects` dict - `{ID : object}`.\n\nThe objects with a file path can be found in the `.container` dict - `{path : object}`.\n\n### Object\n\nObjects \\([ObjectReader class](UnityPy/files/ObjectReader.py)\\) contain the _actual_ files, e.g., textures, text files, meshes, settings, ...\n\nTo acquire the actual data of an object it has to be read first. This happens via the `.read()` function. This isn't done automatically to save time because only a small part of the objects are of interest. Serialized objects can be set with raw data using `.set_raw_data(data)` or modified with `.save()` function, if supported.\n\n## Important Object Types\n\nNow UnityPy uses [auto generated classes](UnityPy/classes/generated.py) with some useful extension methods and properties defined in [legacy_patch](UnityPy/classes/legacy_patch/). You can search for a specific classes in the module `UnityPy.classes` with your IDE's autocompletion.\n\n### Texture2D\n\n-   `.m_Name`\n-   `.image` converts the texture into a `PIL.Image`\n-   `.m_Width` - texture width (int)\n-   `.m_Height` - texture height (int)\n\n**Export**\n\n```python\nfrom PIL import Image\nfor obj in env.objects:\n    if obj.type.name == \"Texture2D\":\n        # export texture\n        data = obj.read()\n        path = os.path.join(export_dir, f\"{data.m_Name}.png\")\n        data.image.save(path)\n        # edit texture\n        fp = os.path.join(replace_dir, f\"{data.m_Name}.png\")\n        pil_img = Image.open(fp)\n        data.image = pil_img\n        data.save()\n```\n\n### Sprite\n\nSprites are part of a texture and can have a separate alpha-image as well.\nUnlike most other extractors (including AssetStudio), UnityPy merges those two images by itself.\n\n-   `.m_Name`\n-   `.image` - converts the merged texture part into a `PIL.Image`\n-   `.m_Width` - sprite width (int)\n-   `.m_Height` - sprite height (int)\n\n**Export**\n\n```python\nfor obj in env.objects:\n    if obj.type.name == \"Sprite\":\n        data = obj.read()\n        path = os.path.join(export_dir, f\"{data.m_Name}.png\")\n        data.image.save(path)\n```\n\n### TextAsset\n\nTextAssets are usually normal text files.\n\n-   `.m_Name`\n-   `.m_Script` - str\n\nSome games save binary data as TextAssets. As ``m_Script`` gets handled as str by default,\nuse ``m_Script.encode(\"utf-8\", \"surrogateescape\")`` to retrieve the original binary data.\n\n**Export**\n\n```python\nfor obj in env.objects:\n    if obj.type.name == \"TextAsset\":\n        # export asset\n        data = obj.read()\n        path = os.path.join(export_dir, f\"{data.m_Name}.txt\")\n        with open(path, \"wb\") as f:\n            f.write(data.m_Script.encode(\"utf-8\", \"surrogateescape\"))\n        # edit asset\n        fp = os.path.join(replace_dir, f\"{data.m_Name}.txt\")\n        with open(fp, \"rb\") as f:\n            data.m_Script = f.read().decode(\"utf-8\", \"surrogateescape\"))\n        data.save()\n```\n\n### MonoBehaviour\n\nMonoBehaviour assets are usually used to save the class instances with their values.\nThe structure/typetree for these classes might not be contained in the asset files.\nIn such cases see the 2nd example (TypeTreeGenerator) below.\n\n-   `.m_Name`\n-   `.m_Script`\n\n**Export**\n\n```python\nimport json\n\nfor obj in env.objects:\n    if obj.type.name == \"MonoBehaviour\":\n        # export\n        if obj.serialized_type.node:\n            # save decoded data\n            tree = obj.read_typetree()\n            fp = os.path.join(extract_dir, f\"{tree['m_Name']}.json\")\n            with open(fp, \"wt\", encoding = \"utf8\") as f:\n                json.dump(tree, f, ensure_ascii = False, indent = 4)\n\n        # edit\n        if obj.serialized_type.node:\n            tree = obj.read_typetree()\n            # apply modifications to the data within the tree\n            obj.save_typetree(tree)\n        else:\n            data = obj.read(check_read=False)\n            with open(os.path.join(replace_dir, data.m_Name)) as f:\n                data.save(raw_data = f.read())\n```\n\n**TypeTreeGenerator**\n\nUnityPy can generate the typetrees of MonoBehaviours from the game assemblies using an optional package, ``TypeTreeGeneratorAPI``, which has to be installed via pip.\nUnityPy will automatically try to generate the typetree of MonoBehaviours if the typetree is missing in the assets and ``env.typetree_generator`` is set.\n\n```python\nimport UnityPy\nfrom UnityPy.helpers.TypeTreeGenerator import TypeTreeGenerator\n\n# create generator\nGAME_ROOT_DIR: str\n# e.g. r\"D:\\Program Files (x86)\\Steam\\steamapps\\common\\Aethermancer Demo\"\nGAME_UNITY_VERSION: str\n# you can get the version via an object\n# e.g. objects[0].assets_file.unity_version\n\ngenerator = TypeTreeGenerator(GAME_UNITY_VERSION)\ngenerator.load_local_game(GAME_ROOT_DIR)\n# generator.load_local_game(root_dir: str) - for a Windows game\n# generator.load_dll_folder(dll_dir: str) - for mono / non-il2cpp or generated dummies\n# generator.load_dll(dll: bytes)\n# generator.load_il2cpp(il2cpp: bytes, metadata: bytes)\n\nenv = UnityPy.load(fp)\n# assign generator to env\nenv.typetree_generator = generator\nfor obj in objects:\n    if obj.type.name == \"MonoBehaviour\":\n        # automatically tries to use the generator in the background if necessary\n        x = obj.read()\n```\n\n\n### AudioClip\n\n-   `.samples` - `{sample-name : sample-data}`\n\nThe samples are converted into the .wav format.\nThe sample data is a .wav file in bytes.\n\n```python\nclip: AudioClip\nfor name, data in clip.samples.items():\n    with open(name, \"wb\") as f:\n        f.write(data)\n```\n\n### Font\n\n**Export**\n\n```python\nif obj.type.name == \"Font\":\n    font: Font = obj.read()\n    if font.m_FontData:\n        extension = \".ttf\"\n        if font.m_FontData[0:4] == b\"OTTO\":\n            extension = \".otf\"\n\n    with open(os.path.join(path, font.m_Name+extension), \"wb\") as f:\n        f.write(font.m_FontData)\n```\n\n### Mesh\n\n-   `.export()` - mesh exported as .obj (str)\n\nThe mesh will be converted to the Wavefront .obj file format.\n\n```python\nmesh: Mesh\nwith open(f\"{mesh.m_Name}.obj\", \"wt\", newline = \"\") as f:\n    # newline = \"\" is important\n    f.write(mesh.export())\n```\n\n### Renderer, MeshRenderer, SkinnedMeshRenderer\n\nALPHA-VERSION\n\n-   `.export(export_dir)` - exports the associated mesh, materials, and textures into the given directory\n\nThe mesh and materials will be in the Wavefront formats.\n\n```python\nmesh_renderer: Renderer\nexport_dir: str\n\nif mesh_renderer.m_GameObject:\n    # get the name of the model\n    game_object = mesh_renderer.m_GameObject.read()\n    export_dir = os.path.join(export_dir, game_object.m_Name)\nmesh_renderer.export(export_dir)\n```\n\n### Texture2DArray\n\nWARNING - not well tested\n\n-   `.m_Name`\n-   `.image` converts the texture2darray into a `PIL.Image`\n-   `.m_Width` - texture width (int)\n-   `.m_Height` - texture height (int)\n\n**Export**\n\n```python\nimport os\nfrom PIL import Image\nfor obj in env.objects:\n    if obj.type.name == \"Texture2DArray\":\n        # export texture\n        data = obj.read()\n        for i, image in enumerate(data.images):\n            image.save(os.path.join(path, f\"{data.m_Name}_{i}.png\"))\n        # editing isn't supported yet!\n```\n\n## Configurations\n\nThere're several configurations and interfaces that provide the customizability to UnityPy.\n\n### Unity CN Decryption\n\nThe Chinese version of Unity has its own builtin option to encrypt AssetBundles/BundleFiles. As it's a feature of Unity itself, and not a game specific protection, it is included in UnityPy as well.\nTo enable encryption simply use the code as follow, with `key` being the value that the game that loads the bundles passes to `AssetBundle.SetAssetBundleDecryptKey`.\n\n```python\nimport UnityPy\nUnityPy.set_assetbundle_decrypt_key(key)\n```\n\n### Unity Fallback Version\n\nIn case UnityPy failed to detect the Unity version of the game assets, you can set a fallback version. e.g.\n\n```python\nimport UnityPy.config\nUnityPy.config.FALLBACK_UNITY_VERSION = \"2.5.0f5\"\n```\n\n### Disable Typetree C-Implementation\n\nThe [C-implementation](UnityPyBoost/) of typetree reader can boost the parsing of typetree by a lot. If you want to disable it and use pure Python reader, you can put the following 2 lines in your main file.\n\n```python\nfrom UnityPy.helpers import TypeTreeHelper\nTypeTreeHelper.read_typetree_boost = False\n```\n\n### Custom Block (De)compression\n\nSome game assets have non-standard compression/decompression algorithm applied on the block data. If you wants to customize the compression/decompression function, you can modify the corresponding function mapping. e.g.\n\n```python\nfrom UnityPy.enums.BundleFile import CompressionFlags\nflag = CompressionFlags.LZHAM\n\nfrom UnityPy.helpers import CompressionHelper\nCompressionHelper.COMPRESSION_MAP[flag] = custom_compress\nCompressionHelper.DECOMPRESSION_MAP[flag] = custom_decompress\n```\n\n-   `custom_compress(data: bytes) -> bytes` (where bytes can also be bytearray or memoryview)\n-   `custom_decompress(data: bytes, uncompressed_size: int) -> bytes`\n\n### Custom Filesystem\n\nUnityPy uses [fsspec](https://github.com/fsspec/filesystem_spec) under the hood to manage all filesystem interactions.\nThis allows using various different types of filesystems without having to change UnityPy's code.\nIt also means that you can use your own custom filesystem to e.g. handle indirection via catalog files, load assets on demand from a server, or decrypt files.\n\nFollowing methods of the filesystem have to be implemented for using it in UnityPy.\n\n-   `sep` (not a function, just the separator as character)\n-   `isfile(self, path: str) -> bool`\n-   `isdir(self, path: str) -> bool`\n-   `exists(self, path: str, **kwargs) -> bool`\n-   `walk(self, path: str, **kwargs) -> Iterable[List[str], List[str], List[str]]`\n-   `open(self, path: str, mode: str = \"rb\", **kwargs) -> file` (\"rb\" mode required, \"wt\" required for ModelExporter)\n-   `makedirs(self, path: str, exist_ok: bool = False) -> bool`\n\n## Credits\n\nFirst of all,\nthanks a lot to all contributors of UnityPy and all of its users.\n\nAlso, many thanks to:\n\n-   [Perfare](https://github.com/Perfare) for creating and maintaining and every contributor of [AssetStudio](https://github.com/Perfare/AssetStudio)\n-   [ds5678](https://github.com/ds5678) for the [TypeTreeDumps](https://github.com/AssetRipper/TypeTreeDumps) and the [custom minimal Tpk format](https://github.com/AssetRipper/Tpk)\n-   [Razmoth](https://github.com/Razmoth) for figuring out and sharing Unity CN's AssetBundle decryption ([src](https://github.com/Razmoth/PGRStudio)).\n-   [nesrak1](https://github.com/nesrak1) for figuring out the [Switch texture swizzling](https://github.com/nesrak1/UABEA/blob/master/TexturePlugin/Texture2DSwitchDeswizzler.cs)\n-   xiop_13690 (discord) for figuring out unsolved issues of the ManagedReferencesRegistry\n",
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    "license": "MIT License\n        \n        Copyright (c) 2019-2021 K0lb3\n        \n        Permission is hereby granted, free of charge, to any person obtaining a copy\n        of this software and associated documentation files (the \"Software\"), to deal\n        in the Software without restriction, including without limitation the rights\n        to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n        copies of the Software, and to permit persons to whom the Software is\n        furnished to do so, subject to the following conditions:\n        \n        The above copyright notice and this permission notice shall be included in all\n        copies or substantial portions of the Software.\n        \n        THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n        IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n        FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n        AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n        LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n        OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\n        SOFTWARE.\n        ",
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