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Parse asset bundles to remap DLL calls in to sourcecode calls

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Hi, I am working on a game that provides a DLL to the public to allow them to create new levels. These levels are then packaged up using the [Asset Bundle Browser](https://github.com/Unity-Technologies/AssetBundles-Browser). I want to be able to parse these asset bundles, then as the title says, remap the DLL method calls back to source code. I have a parser that does this successfully for Unity 2017 asset bundles, however it seems asset bundles in 2019 are laid out different, so I get errors. I have been looking for a solution for [days](https://www.imbushuo.net/blog/archives/505) and [days](https://translate.google.com/translate?sl=ja&tl=en&u=https%3A%2F%2Fchenanbao.github.io%2F2020%2F01%2F08%2FAssetBundle%2F) and been trying to find answers [anywhere I possibly could](https://docs.unity3d.com/Manual/FormatDescription.html) but can't seem to find out about the structures I need. I have attached an example [asset bundle][1] which contains a single scene with a single cube in it and nothing else. I have also tried just exporting the entire scene and all its dependencies as a package, then importing that package in to the main project, but this breaks every single script reference on every object in the scene. Please help! [1]: /storage/temp/169986-samplescene.zip

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