nesrak1 / UABEA

c# uabe for newer versions of unity
MIT License
1.15k stars 149 forks source link

Support for Addressable Assets maybe? #316

Open mrwallace888 opened 6 months ago

mrwallace888 commented 6 months ago

Is your feature request related to a problem? Please describe. It's easy to modify sharedassets files and stuff like that, but the problem is now a handful of the games I play are using Addressable Assets. So now a couple assets at a time are now spread out between hundreds of individual files.

Describe the solution you'd like With sharedassets, IIRC you could select the last-numbered sharedassets file and it would load all previous assets files along with it, and you can see what is where. But with AA, you can't really do that because no AA file seems to have priority or parenting over any other.

All I wanted to do was replace a couple sounds in game but I can't because of the AA system lol. For example, Vertigo 2. Because all the assets are in hundreds of files instead of just in sharedassets where it's all easily accessible and modifiable.

nesrak1 commented 6 months ago

This is a feature coming to the new version of UABEA. It will also have this browser: image-6

nesrak1 commented 6 months ago

For now, the searchasset command in AddressablesTools' Example program will let you search for assets and list what bundle it is in.

mrwallace888 commented 6 months ago

How will it work eventually if you wanted to replace some assets? Would it be possible to like create an asset bundle somehow that has priority over everything else?

nesrak1 commented 6 months ago

Addressables bundles are still just bundles. You can edit them just like normal, with the only difference being that there's a lot of them, and adding a new addressables entry requires editing catalog.json. Replacing audio by adding a new resource file into the bundle wouldn't require that.