AssetBundleExtractor.exe共收录6个同名文件,其中安全5个,不安全1个,16%可能是病毒 - VirSCAN.org - free virus scan is a free online scan service, utilizing various anti-virus programs to diagnose single files. Launch Unity Assets Bundle Extractor. Choose “File” from the top left corner and click on “Load Package File.” If you weren’t automatically forwarded to where you downloaded your custom skins.
No what i meant was creating a mod of an android game, now that android game is made by using unity, as i have some experience with it so i know that, now yes they do have a scriptable object which tells about the contents of each individual bundle, now all i wanna do is uncompress them, see if they are encrypted or not and edit them, okay if there is no easy way then whats the hard way can. 64bitAssetBundleExtractor.exe: 497664: 2019-08-03 64bitAssetsTools.dll: 937472: 2019-08-03 64bitassimplicense.txt: 3165: 2018-06-23 64bitastcenc.exe: 655872: 2016-02-19 64bitastcenclicense.txt: 7082: 2016-08-24 64bitcecillicense.txt: 1119: 2017-12-10 64bitclassdata.tpk: 66879: 2019-08-01 64bitcrunchlicense.txt: 970: 2015-10.
After hibernating for two years, Among Us rose to the top in nothing short of impressive. As more content creators picked up the game, Among Us gained more traction, and it looks like it has no intentions of taking a breather.
Though Among Us had a lot going for it in terms of gameplay, its availability on mobile platforms allowed it to reach its full potential. The game can practically run on any mobile device and PC, making it the ultimate party game for everyone involved in your squad.
Among Us secured two awards for its name during the Game Awards and announced a new map in the making, indicating its dominance may extend to 2021 as well. Any fans who enjoy dressing up their characters in Among Us may feel left out in the process since the developer isn’t pumping out skins with each patch as of yet.
While there are many different skins available in the game, there’s a chance that none may be able to represent your sense of style. If that’s the case, you can lose yourself in the world of custom Among Us skins and hats for results that are more than worth it, of course.
The drawbacks of the whole custom skins thing are that only you and the players with the same modes and skins installed will be able to see them in the game, and this method will only work on PC. This means that they’ll most likely end up being an eye-candy feature, which is still an excellent way to have fun.
Gamebanana is the most popular custom content for Among Us right now, and it’s possible to find skins, pets, or hats that were tailored just the way you like them.
Here’s how you can get and use custom skins/hats in Among Us.
How can you get custom skins in Among Us?
Downloading the skins you like won’t be enough by itself since there are a couple of things you need to sort out to see the custom hats you downloaded inside Among Us.
Among Us uses the Unity game engine, meaning players will be able to change the in-game visual files by a little tool named Unity Assets Bundle Extractor. You can download the tool from Github, a platform for hosting open source projects.
Before moving any further, you’ll need to install Unity Assets Bundle Extractor and download any skins/hats you want to see in Among Us.
- Launch Unity Assets Bundle Extractor.
- Choose “File” from the top left corner and click on “Load Package File.”
- If you weren’t automatically forwarded to where you downloaded your custom skins, you’ll need to navigate to that folder and pick the “.emip” custom skin file that you downloaded.
- Press “Open” after picking the “.emip” file, and a new window with checkboxes will appear.
- Don’t click on any of the checkboxes just yet and open up your Steam.
- Right-click on Among Us, click on Manage, and choose “Browse local files.”
- Enter the Among Us_data folder and copy its path from the address bar.
- You can minimize the folder and close Steam after copying Among Us_data’s path.
- Go back to the window with checkboxes that opened after picking your “.emip” file and paste the path you copied to the empty bar above “OK.”
- Check the second box that reads “Affected assets files” and click on “OK.”
- Another window named “Select a type database” will appear, and you’ll need to scroll to the bottom of it to pick “U2019.20f1” or simply the last one on the list.
- After a small loading pop-up, you’ll find yourself at the Assets info menu, where you’ll be turning your “.emip” file into an “assets” file.
- Click on “File” and choose “Save.”
- Choose your Desktop to locate your custom assets files easier, and click on Save twice since you’ll need to save two files in total.
- You can close all tabs and instances of Unity Assets Bundle Extractor after saving both files.
- Remember the Among Us_data folder that you copied its path? You’ll need to open it once again to drag and drop the assets files into it.
- Drag and drop, or copy and paste the assets files you created to Among Us_data folder.
- You’ll be prompted with a warning saying that there are already copies of these two files inside, and you’ll need to pick “Replace the files in the destination.” to get your custom skins inside Among Us.
- We recommend copying the original versions of these two assets files before you complete the last step, but you can always bring back the original skins by repairing your game files through Steam.
How can you use the custom skins you made in Among Us?
Though there are many iconic skins available for download for Among Us, nothing will beat the feeling of accomplishment that you’ll get from using a skin in Among Us that you carefully crafted in
- Download and run Unity Assets Bundle Extractor after extracting the compressed file you’ll get.
- Click on File and choose “Open” on Unity Assets Bundle Extractor.
- You’ll need to navigate to the Among Us_beta folder, and you can find out where it’s by navigating to Steam.
- Right-click on Among Us, click on Manage, and choose “Browse local files.”
- Once you’re at this destination, navigate to the bottom of the folder and choose “sharedassets7.assest”
- After choosing the assets file, you’ll be asked to pick a database type, and you’ll need to pick “u2019.2.0f1” or whatever is at the bottom of the list.
- A list with all the files inside the assets you pick will open, and you’ll want to sort it by type to locate all the “Texture2D” files.
- Select all the “Texture2D” files and click on “Plugins.”
- Choose “Export to .png” and choose a folder that you can locate easily.
- All the texture files inside Among Us will be visible as PNG files, and you’ll need to locate “Hats-sharedassets0.assets-126.”
- This PNG file will feature all the hats available in Among Us. Editing any of these will allow you to have your own customized hats in Among Us.
- You’ll need to open this file with an image editing program.
- Choose one of the more commonly used hats to edit if you want to see the hat you design on multiple players.
- Export your customized version of the file as a PNG and save it to somewhere accessible.
- Drag the edited version you just saved to the file you exported after getting out all the Texture2D files during the eighth step.
- Open up Unity Assets Bundle Extractor and repeat the steps “3, 4, 5, 6, 7.”
- You’ll need to choose “Batch import” this time and pick the folder that contains the game files with your edited version of the Hats PNG file.
- Click on “File” on Assets info and choose Save.
- This will create two files named “globalgamemanegers.assets” and “sharedassets0.assets.”
- Move these two files to the Among Us_Data folder and launch Among Us to enjoy your customized hats.
While browsing for custom hats and skins, you’ll also be able to find packs that contain multiple skins and hats. These packs will download as “.assets” files, and you’ll be able to use the skins inside right away by dragging the “.assets” file to Among Us_data folder.
Note that you’ll only be able to use the skins featured in the packs by doing this method, and you’ll still need to use one of the methods above to feature individual skins that you like in Among Us.
The post How to get custom Among Us skins appeared first on Dot Esports.
Unity Assets Bundle Extractor (UABE) is a stylish tool that allows editing assets bundles and .assets. It can export .assets files from bundles and import them back so you can edit these.I tested this tool with 7 Days to Die's bundles but let me know if you encounter any bugs or if you have suggestions!
I included a 32bit and a 64bit version although it doesn't use much memory.
[b]Latest Build 1.8b[/b] change log below!
Assets Bundle Extractor_1.7_32 bit.zip -, https://www.dropbox.com/s/jpdvjd3tehpn2 ... t.zip?dl=0
Assets Bundle Extractor_1.7_64 bit.zip -, https://www.dropbox.com/s/749p3n7k5ym9a ... t.zip?dl=0
Assets Bundle Extractor_1.8_32 bit.zip-, https://www.dropbox.com/s/vnanevizp3qk5 ... t.zip?dl=0
Assets Bundle Extractor_1.8_64 bit.zip-, https://www.dropbox.com/s/ofs4j41zsfvi0 ... t.zip?dl=0
Assets Bundle Extractor_1.8b_32 bit.zip-, https://www.dropbox.com/s/ojk6sun9c8prh ... t.zip?dl=0
Assets Bundle Extractor_1.8b_64 bit.zip-, https://www.dropbox.com/s/3g03amuxm1ciq ... t.zip?dl=0
Change logs below!!
Additions in 1.1 :
Added batch processing, see Usage.txt for more information.
Now the original bundle file gets closed properly when saving the modified one.
Fixed the detection of a running file operation so the program can't longer crash when fastly opening another bundle file while a modified bundle file gets saved.
Additions in 1.2 :
Assets Bundle Extractor 2020
Added Unity 5 support (until 5.0.0f4; 5.0.0p4 doesn't work but I'll get a new version out soon)
Added an Info button to view all assets in a bundle file.
1.2b fixes the TypeTree remover for some bundle files.
Additions in 1.3 :
Added file format 0x0F support (so it works with all current Unity 5 versions).
Added class databases for all Unity asset file formats (one for Unity 4 and one for Unity 5).
Added a View Data button to view the data of the selected asset in a tree view (if the asset file format is known). Depending on the asset, it might take some time to load.
Added an option to view the asset file list of .assets files and their dependencies (open mainData to get more exact file names). It might take some time to load.
Additions in 1.3b :
Made the AssetBundleExtractor work without having a mainData file in a specific directory (some debugging stuff which I forgot to remove).
Added asset dump export and raw export functionality.
Additions in 1.4 :
Added asset importing functionality (from raw data or from asset dumps).
Added asset adding and removing functionality. To add a new asset to the file table, add it to the ResourceManager (in mainData) or AssetBundle (in any bundle file) asset.
Fixed many types in the Unity 5 type database.
Added a type database editor.
Additions in 1.5a :
Fixed a bug that broke the type tree when writing assets files
Added a Plugin API and a Texture plugin
Fixed a bug when reading aligned arrays that are no strings (only affects Dump Export)
Cleaned up some of the code (so the functions that read an asset from bundle or .assets files use the same code for both)
Added the file id inside the asset list to PPtrs in the asset Tree View
Changed the AssetsBundle saving function to use the actual .assets file writing functions to prevent tree view remover issues
Additions in 1.6 :
Cleaned up the asset tree view code.
Added a view asset button to PPtrs so you can directly view referred assets in the same tree view.
Fixed some asset writing bugs (caused by writing to the wrong file position).
Added a TextAsset plugin.
Additions in 1.6b :
Fixed raw asset exporting (the output file was previously opened in text mode)
Updated classdata_0E.dat for Unity 5.1.1p3 (for previous Unity 5 versions, use the file from an earlier release)
Additions in 1.6c :
Added a fallback to the file dialogs for Windows XP (even though I don't recommend using XP).
Additions in 1.7 :
Fixed the TextAsset plugin.
Added an AudioClip plugin which can export Unity 5 sounds to uncompressed 16-bit WAV files using FMOD. See this post if you want to import sounds.See below!
Additions in 1.8 :
Added a Mesh to .obj plugin (export) and a MovieTexture plugin (import/export)
Added .unity3d unpacking functionality (but not packing; if you want to use such a webplayer game, you can export it to a standalone one; you may ask for instructions on how to do that)
Added Texture2D support for Unity 5.1 and newer, including support for reading/writing crunched textures
Fixed Texture2D editing if the encoding and the texture itself wasn't changed (before it always reencoded the texture which only took time)
Fixed exported texture's direction (converting Unity's 'bottom to top' to 'top to bottom')
Added support for Unity 4 AudioClip assets
Added colums to the asset list and sorting by these columns
Added an asset search by name and a goto asset dialog
Added support for asset batch exporting for all plugins (not batch importing)
Fixed the color channels of some raw texture formats
Added the -keepnames switch for batch extracting, which is useful for making a webplayer game a standalone game
Fixed the crash when trying to save a .assets if the target file is not writable
Fixed the metadata size field when saving .assets (at least I think it is correct now)
Fixed the asset dump for MonoBehaviours (which still doesn't include the script-specific data)
Added a Unity 5.2.0f3 type database (which has to be used for new Texture2D assets)
Fixed the Unity 4 type database
Fixed the Info button for bundles (it now shows the asset list from the selected assets' point of view)
Improved the TreeView performance (quadratic vs. linear creation time)
Newer-----------------------------------------------------------------------------------------------------------------------------
Additions in 1.8 :
Added a Mesh to .obj plugin (export) and a MovieTexture plugin (import/export)
Added .unity3d unpacking functionality (but not packing; if you want to use such a webplayer game, you can export it to a standalone one; you may ask for instructions on how to do that)
Added Texture2D support for Unity 5.1 and newer, including support for reading/writing crunched textures
Fixed Texture2D editing if the encoding and the texture itself wasn't changed (before it always reencoded the texture which only took time)
Fixed exported texture's direction (converting Unity's 'bottom to top' to 'top to bottom')
Added support for Unity 4 AudioClip assets
Added colums to the asset list and sorting by these columns
Assetbundleextractor Download
Added an asset search by name and a goto asset dialogAdded support for asset batch exporting for all plugins (not batch importing)
Fixed the color channels of some raw texture formats
Added the -keepnames switch for batch extracting, which is useful for making a webplayer game a standalone game
Fixed the crash when trying to save a .assets if the target file is not writable
Fixed the metadata size field when saving .assets (at least I think it is correct now)
Fixed the asset dump for MonoBehaviours (which still doesn't include the script-specific data)
Added a Unity 5.2.0f3 type database (which has to be used for new Texture2D assets)
Asset Bundle Extractor Download
Fixed the Unity 4 type databaseFixed the Info button for bundles (it now shows the asset list from the selected assets' point of view)
Improved the TreeView performance (quadratic vs. linear creation time)
Additions in 1.8b :
Greatly improved the asset list creation performance
Fixed a minor memory leak in Texture2D (when converting the texture data fails, it now also frees the memory)
Note that you have to replace classdata_0E with classData_0E_5.0.1f1 if you use the Texture plugin for any Unity version before 5.2.
---------------------other notes
By adding your sound file to a blank Unity project and compiling it, you will get a .resource file in the compiled Data folder which only contains the sound data. Copy that file to the 7DaysToDie_Data folder.or wastland 2
Using the export/import dump functions of UABE, you can edit the desired AudioClip asset. As far as I know, you only have to edit m_Source (which you can set to the new .resource file name), m_Offset (which is 0) and m_Size to the file size (in bytes!).
You can of course also pack multiple sounds into one .resource file. This requires you to use the m_Offset and m_Size from the AudioClip asset in your own project.
Exporting sound files is not supported at the moment. I created an experimental plugin for UABE but it only outputs garbage, even for uncompressed files (I think these files are protected somehow).
UABE has a texture plugin that allows you to export the textures to uncompressed .tga and losslessly compressed .png and to import modified textures.
Camo