This project demonstrates how the AssetRipper.Mining.PredefinedAssets package can be used to generate package data json files for the premium edition of AssetRipper.
The package data enables AssetRipper to correctly output references to the package's assets and avoid duplicating those assets into the exported project.
For this demonstration, I have used the Marrow SDK from Stress Level Zero, which is MIT licensed.
I have also used NuGetForUnity. It's an amazing, MIT licensed, project that lets game developers use NuGet packages directly in the Unity Editor.
- .NET Standard - I cannot guarantee that this datamining process would work if the Unity project is targeting .NET Framework.
- The Marrow SDK targets .NET Framework, but I switched it over to .NET Standard.
- This .NET Standard requirement is only in regards to this datamining project. Projects exported with AssetRipper can utilize any target.
2019.3
or newer - As far as I know, this is when the package manager was introduced.- Additional restrictions may be caused by the addition and removal of various Unity APIs. This project was developed on
2021.3.5f1
.
- Additional restrictions may be caused by the addition and removal of various Unity APIs. This project was developed on
The implementation provided here does not cover all asset types. Notable exclusions are prefabs, scenes, and scriptable objects.
In the releases tab, I have added a zip archive of the output from the project. The output includes data for all packages in the project, including ones not necessarily related to the SDK, such as TextMeshPro.