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Help:Contents/Finding Content/Game Engines/Unity/Asset Studio

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This is a sub-page of Help:Contents/Finding Content/Game Engines/Unity.

Asset Studio

This page covers both the original and active fork of Asset Studio (AS).

Asset Studio is a tool for exploring, extracting and exporting Unity assets and assetbundles.

Usage

  1. Open Asset Studio. Press "File" in the top-left. The "Load" options open the file/folder so you can see it in the GUI. "Extract" extracts whatever it can from the entire file/folder. In most cases, you'll want lo load the directory of your game, ensuring that all Unity files, and therefore assets, are loaded.
  2. Before doing this, I suggest hitting the "Debug" option and turning off Show error message. There are some assets that AS can't view, so you may receive a bunch of error pop-ups that will slow the process.
    AssetStudioDebug.png
  3. After loading your folder, go to the Asset List tab. Here you can search, preview, and export assets.
    AssetStudioAssetList.png
  4. The columns here give you the asset's internal name, container, type, pathID, and size. By clicking on the column's name, you can sort by that value.

Exporting

Texture2D

Simply right-click the texture you would like to export and click Export selected assets.


Sprite

Sprites are actually just cropped instances of textures. Therefore, all sprites lead to a texture. You can export a sprite the same way as you would a texture, but finding its original file will take some digging.


AudioClip

Just right-click and export.


Mesh

Method 1

In the Asset List, you can right-click a mesh and click Export selected assets to export the mesh as an .obj. However, this model will not have an armature, and you'll have to find its textures yourself.

Method 2

With this method, the exported model will be rigged and have its textures. It also combines separated meshes into one .fbx.

  1. Find the model you want to export in the Asset List. Right-click its name and select Go to scene hierarchy.
    AssetStudioGoTo.png
  2. It should bring you to the Scene Hierarchy tab, and have a scene that contains your model expanded, like this.
    AssetStudioScene.png
  3. In this example, I selected what seemed to be needed for a complete mesh. This differs with every model, so select and deselect what makes sense for your target mesh.
    AssetStudioSelection.png
  4. After selecting, go to the top of the screen and click Model>Export selected objects (merge). You'll be given an .fbx file.
    AssetStudioModelExport.png
  5. When imported to Blender, the model will be very, very small. Scale it up for use. You'll also notice it has a lot of "Empty" objects (the sticks). These are part of the armature, and can be hidden for clarity.
    AssetStudioImport.png
  6. And with that, your model is fully rigged. It also keeps its shape keys intact.

AnimationClip

Follow the same steps for the mesh, however, after completing Step 3, go back to the Asset List and select the AnimationClip you want to export. Then, go to the top of the screen and click Model>Export selected objects (merge) + selected AnimationClips. This will give you a .fbx with the animation built-in.
AssetStudioAnim.png


Animator

Animators are meshes with the animation built-in already. In the Asset List, you can export it the same way you would a texture, and it will give you an animated .fbx.