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ds5678
ds5678

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Script Export For Primary Content Extraction

I am nearly done with the first iteration of Primary Content Extraction. I should have a release out in the next couple days.

For those who don't know, this is a new export mode for AssetRipper. Rather than creating a valid Unity project, this export mode focuses on exporting the basic content that people tend to care about most (textures, models, audio, shaders) whilst still exporting generic assets in a readable format (JSON).

However, I'm not sure how scripts should be exported. There are several options, and I am letting you all decide how it will work for this first release.

To be clear, a configuration setting may be offered in a future release. This poll is specifically about how you all want it to function on "day 1" since I don't have enough time to enable a user decision in-app for this release.

Comments

Your comment doesn't seem related to this post, but user defined package export is intended to solve the problem you're experiencing.

ds5678

Configuration options may be offered in a future release. This poll is specifically about how you all want it to function on "day 1" since I don't have enough time to enable a decision in-app for this release. I'll revise the description with this information.

ds5678

While we could use ILSpy, having this option in your tool would be nice.

Jesse F.

Here's an improved version of the text: "Hi, I have a few questions that may not be directly related. The problem is that TextMeshPro (TMP) needs to be set up each time, and text shaders aren't working properly. My main challenge is always setting up an exported project and linking it to a new project, especially with TextMeshPro meta IDs. This process is frustrating. Is there a way to have a list of project-wide plugins? And could we overwrite the old project ID with the new project ID before exporting? Maybe I'm approaching this entirely wrong.

Zymantas Pakstys


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