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It does not require you to follow any naming conventions, it does not split up any model-files into separate bundles - it takes all the assets in a folder and builds a single asset bundle from it, according to your settings in the editor window. Unity Assets Explorer v 1.3 Allows you to: Extract all files, extract one file (from context menu), convert tex-files into a picture format DDS (on extraction), import the changed DDS-images to the archive.
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Then it creates an asset bundle for each subfolder, with any type of asset bundle settings you desire. It let's you specify a folder where you put your subfolders. The Asset Bundle Creator is used more generally. It also uses predefined settings when building the asset bundles. Then the character generator they use, combines the meshes(according to your 'settings') and patch it together to be used as a character. That example finds and take each submesh in the model-file, creates an asset bundle for each and every one of them along with the correctly named textures. The Character Customization sample makes you follow a specific naming convention. The similar thing between them is that they create asset bundle based on what is in the subfolders - but they do that in a completely different way(according to me). User statistics infer that these BUNDLE files are popular with users from China and most frequently found on the Windows 10 platform.
#Unity assets bundle extractor mac mac os x#
That example scene from unity is used for a very specific purpose. Primarily, a BUNDLE file extension is a type of Mac OS X Application Bundle file developed for the macOS software program by Apple.