├── lib └── AssetsTools.NET.dll ├── README.md ├── Unity3DCompressor.csproj ├── Properties └── PublishProfiles │ └── FolderProfile.pubxml ├── LICENSE ├── Unity3DCompressor.sln ├── .gitattributes ├── .gitignore └── Program.cs /lib/AssetsTools.NET.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IllusionMods/Unity3DCompressor/HEAD/lib/AssetsTools.NET.dll -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity asset bundle compressor 2 | 3 | This program will compress Unity asset bundles with LZ4 compression, saving disk space and improving load times. To use this program, drag a folder or a unity3d file on to the .exe 4 | 5 | Uses [AssetTools.NET](https://github.com/nesrak1/AssetsTools.NET#bundle-file-loading) Copyright (c) 2020 nesrak1 6 | -------------------------------------------------------------------------------- /Unity3DCompressor.csproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Exe 5 | netcoreapp3.1 6 | 7 | 8 | 9 | 10 | lib\AssetsTools.NET.dll 11 | 12 | 13 | 14 | 15 | -------------------------------------------------------------------------------- /Properties/PublishProfiles/FolderProfile.pubxml: -------------------------------------------------------------------------------- 1 | 2 | 5 | 6 | 7 | Release 8 | Any CPU 9 | bin\ 10 | FileSystem 11 | netcoreapp3.1 12 | win-x64 13 | false 14 | True 15 | False 16 | 17 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2021 IllusionMods 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Unity3DCompressor.sln: -------------------------------------------------------------------------------- 1 | 2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # Visual Studio Version 16 4 | VisualStudioVersion = 16.0.30711.63 5 | MinimumVisualStudioVersion = 10.0.40219.1 6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Unity3DCompressor", "Unity3DCompressor.csproj", "{12B7AE71-96B1-46DB-9FC3-A93FAAB5F458}" 7 | EndProject 8 | Global 9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 10 | Debug|Any CPU = Debug|Any CPU 11 | Release|Any CPU = Release|Any CPU 12 | EndGlobalSection 13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 14 | {12B7AE71-96B1-46DB-9FC3-A93FAAB5F458}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 15 | {12B7AE71-96B1-46DB-9FC3-A93FAAB5F458}.Debug|Any CPU.Build.0 = Debug|Any CPU 16 | {12B7AE71-96B1-46DB-9FC3-A93FAAB5F458}.Release|Any CPU.ActiveCfg = Release|Any CPU 17 | {12B7AE71-96B1-46DB-9FC3-A93FAAB5F458}.Release|Any CPU.Build.0 = Release|Any CPU 18 | EndGlobalSection 19 | GlobalSection(SolutionProperties) = preSolution 20 | HideSolutionNode = FALSE 21 | EndGlobalSection 22 | GlobalSection(ExtensibilityGlobals) = postSolution 23 | SolutionGuid = {51A8BFE0-79E0-4836-982A-A4FCB4A485FC} 24 | EndGlobalSection 25 | EndGlobal 26 | -------------------------------------------------------------------------------- /.gitattributes: -------------------------------------------------------------------------------- 1 | ############################################################################### 2 | # Set default behavior to automatically normalize line endings. 3 | ############################################################################### 4 | * text=auto 5 | 6 | ############################################################################### 7 | # Set default behavior for command prompt diff. 8 | # 9 | # This is need for earlier builds of msysgit that does not have it on by 10 | # default for csharp files. 11 | # Note: This is only used by command line 12 | ############################################################################### 13 | #*.cs diff=csharp 14 | 15 | ############################################################################### 16 | # Set the merge driver for project and solution files 17 | # 18 | # Merging from the command prompt will add diff markers to the files if there 19 | # are conflicts (Merging from VS is not affected by the settings below, in VS 20 | # the diff markers are never inserted). Diff markers may cause the following 21 | # file extensions to fail to load in VS. An alternative would be to treat 22 | # these files as binary and thus will always conflict and require user 23 | # intervention with every merge. To do so, just uncomment the entries below 24 | ############################################################################### 25 | #*.sln merge=binary 26 | #*.csproj merge=binary 27 | #*.vbproj merge=binary 28 | #*.vcxproj merge=binary 29 | #*.vcproj merge=binary 30 | #*.dbproj merge=binary 31 | #*.fsproj merge=binary 32 | #*.lsproj merge=binary 33 | #*.wixproj merge=binary 34 | #*.modelproj merge=binary 35 | #*.sqlproj merge=binary 36 | #*.wwaproj merge=binary 37 | 38 | ############################################################################### 39 | # behavior for image files 40 | # 41 | # image files are treated as binary by default. 42 | ############################################################################### 43 | #*.jpg binary 44 | #*.png binary 45 | #*.gif binary 46 | 47 | ############################################################################### 48 | # diff behavior for common document formats 49 | # 50 | # Convert binary document formats to text before diffing them. This feature 51 | # is only available from the command line. Turn it on by uncommenting the 52 | # entries below. 53 | ############################################################################### 54 | #*.doc diff=astextplain 55 | #*.DOC diff=astextplain 56 | #*.docx diff=astextplain 57 | #*.DOCX diff=astextplain 58 | #*.dot diff=astextplain 59 | #*.DOT diff=astextplain 60 | #*.pdf diff=astextplain 61 | #*.PDF diff=astextplain 62 | #*.rtf diff=astextplain 63 | #*.RTF diff=astextplain 64 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | ## Ignore Visual Studio temporary files, build results, and 2 | ## files generated by popular Visual Studio add-ons. 3 | 4 | # User-specific files 5 | *.suo 6 | *.user 7 | *.userosscache 8 | *.sln.docstates 9 | 10 | # User-specific files (MonoDevelop/Xamarin Studio) 11 | *.userprefs 12 | 13 | # Build results 14 | [Dd]ebug/ 15 | [Dd]ebugPublic/ 16 | [Rr]elease/ 17 | [Rr]eleases/ 18 | x64/ 19 | x86/ 20 | bld/ 21 | [Bb]in/ 22 | [Oo]bj/ 23 | [Ll]og/ 24 | 25 | # Visual Studio 2015 cache/options directory 26 | .vs/ 27 | # Uncomment if you have tasks that create the project's static files in wwwroot 28 | #wwwroot/ 29 | 30 | # MSTest test Results 31 | [Tt]est[Rr]esult*/ 32 | [Bb]uild[Ll]og.* 33 | 34 | # NUNIT 35 | *.VisualState.xml 36 | TestResult.xml 37 | 38 | # Build Results of an ATL Project 39 | [Dd]ebugPS/ 40 | [Rr]eleasePS/ 41 | dlldata.c 42 | 43 | # DNX 44 | project.lock.json 45 | project.fragment.lock.json 46 | artifacts/ 47 | 48 | *_i.c 49 | *_p.c 50 | *_i.h 51 | *.ilk 52 | *.meta 53 | *.obj 54 | *.pch 55 | *.pdb 56 | *.pgc 57 | *.pgd 58 | *.rsp 59 | *.sbr 60 | *.tlb 61 | *.tli 62 | *.tlh 63 | *.tmp 64 | *.tmp_proj 65 | *.log 66 | *.vspscc 67 | *.vssscc 68 | .builds 69 | *.pidb 70 | *.svclog 71 | *.scc 72 | 73 | # Chutzpah Test files 74 | _Chutzpah* 75 | 76 | # Visual C++ cache files 77 | ipch/ 78 | *.aps 79 | *.ncb 80 | *.opendb 81 | *.opensdf 82 | *.sdf 83 | *.cachefile 84 | *.VC.db 85 | *.VC.VC.opendb 86 | 87 | # Visual Studio profiler 88 | *.psess 89 | *.vsp 90 | *.vspx 91 | *.sap 92 | 93 | # TFS 2012 Local Workspace 94 | $tf/ 95 | 96 | # Guidance Automation Toolkit 97 | *.gpState 98 | 99 | # ReSharper is a .NET coding add-in 100 | _ReSharper*/ 101 | *.[Rr]e[Ss]harper 102 | *.DotSettings.user 103 | 104 | # JustCode is a .NET coding add-in 105 | .JustCode 106 | 107 | # TeamCity is a build add-in 108 | _TeamCity* 109 | 110 | # DotCover is a Code Coverage Tool 111 | *.dotCover 112 | 113 | # NCrunch 114 | _NCrunch_* 115 | .*crunch*.local.xml 116 | nCrunchTemp_* 117 | 118 | # MightyMoose 119 | *.mm.* 120 | AutoTest.Net/ 121 | 122 | # Web workbench (sass) 123 | .sass-cache/ 124 | 125 | # Installshield output folder 126 | [Ee]xpress/ 127 | 128 | # DocProject is a documentation generator add-in 129 | DocProject/buildhelp/ 130 | DocProject/Help/*.HxT 131 | DocProject/Help/*.HxC 132 | DocProject/Help/*.hhc 133 | DocProject/Help/*.hhk 134 | DocProject/Help/*.hhp 135 | DocProject/Help/Html2 136 | DocProject/Help/html 137 | 138 | # Click-Once directory 139 | publish/ 140 | 141 | # Publish Web Output 142 | *.[Pp]ublish.xml 143 | *.azurePubxml 144 | # TODO: Comment the next line if you want to checkin your web deploy settings 145 | # but database connection strings (with potential passwords) will be unencrypted 146 | #*.pubxml 147 | *.publishproj 148 | 149 | # Microsoft Azure Web App publish settings. Comment the next line if you want to 150 | # checkin your Azure Web App publish settings, but sensitive information contained 151 | # in these scripts will be unencrypted 152 | PublishScripts/ 153 | 154 | # NuGet Packages 155 | *.nupkg 156 | # The packages folder can be ignored because of Package Restore 157 | **/packages/* 158 | # except build/, which is used as an MSBuild target. 159 | !**/packages/build/ 160 | # Uncomment if necessary however generally it will be regenerated when needed 161 | #!**/packages/repositories.config 162 | # NuGet v3's project.json files produces more ignoreable files 163 | *.nuget.props 164 | *.nuget.targets 165 | 166 | # Microsoft Azure Build Output 167 | csx/ 168 | *.build.csdef 169 | 170 | # Microsoft Azure Emulator 171 | ecf/ 172 | rcf/ 173 | 174 | # Windows Store app package directories and files 175 | AppPackages/ 176 | BundleArtifacts/ 177 | Package.StoreAssociation.xml 178 | _pkginfo.txt 179 | 180 | # Visual Studio cache files 181 | # files ending in .cache can be ignored 182 | *.[Cc]ache 183 | # but keep track of directories ending in .cache 184 | !*.[Cc]ache/ 185 | 186 | # Others 187 | ClientBin/ 188 | ~$* 189 | *~ 190 | *.dbmdl 191 | *.dbproj.schemaview 192 | *.jfm 193 | *.pfx 194 | *.publishsettings 195 | node_modules/ 196 | orleans.codegen.cs 197 | 198 | # Since there are multiple workflows, uncomment next line to ignore bower_components 199 | # (https://github.com/github/gitignore/pull/1529#issuecomment-104372622) 200 | #bower_components/ 201 | 202 | # RIA/Silverlight projects 203 | Generated_Code/ 204 | 205 | # Backup & report files from converting an old project file 206 | # to a newer Visual Studio version. Backup files are not needed, 207 | # because we have git ;-) 208 | _UpgradeReport_Files/ 209 | Backup*/ 210 | UpgradeLog*.XML 211 | UpgradeLog*.htm 212 | 213 | # SQL Server files 214 | *.mdf 215 | *.ldf 216 | 217 | # Business Intelligence projects 218 | *.rdl.data 219 | *.bim.layout 220 | *.bim_*.settings 221 | 222 | # Microsoft Fakes 223 | FakesAssemblies/ 224 | 225 | # GhostDoc plugin setting file 226 | *.GhostDoc.xml 227 | 228 | # Node.js Tools for Visual Studio 229 | .ntvs_analysis.dat 230 | 231 | # Visual Studio 6 build log 232 | *.plg 233 | 234 | # Visual Studio 6 workspace options file 235 | *.opt 236 | 237 | # Visual Studio LightSwitch build output 238 | **/*.HTMLClient/GeneratedArtifacts 239 | **/*.DesktopClient/GeneratedArtifacts 240 | **/*.DesktopClient/ModelManifest.xml 241 | **/*.Server/GeneratedArtifacts 242 | **/*.Server/ModelManifest.xml 243 | _Pvt_Extensions 244 | 245 | # Paket dependency manager 246 | .paket/paket.exe 247 | paket-files/ 248 | 249 | # FAKE - F# Make 250 | .fake/ 251 | 252 | # JetBrains Rider 253 | .idea/ 254 | *.sln.iml 255 | 256 | # CodeRush 257 | .cr/ 258 | 259 | # Python Tools for Visual Studio (PTVS) 260 | __pycache__/ 261 | *.pyc -------------------------------------------------------------------------------- /Program.cs: -------------------------------------------------------------------------------- 1 | using AssetsTools.NET; 2 | using AssetsTools.NET.Extra; 3 | using System; 4 | using System.IO; 5 | using System.Linq; 6 | using System.Security.Cryptography; 7 | using System.Text; 8 | 9 | namespace Unity3DCompressor 10 | { 11 | internal class Program 12 | { 13 | //Randomizing CAB-strings of game asset bundles can break their dependencies, only use this if you know what you're doing. 14 | private static bool CABRandomization = false; 15 | 16 | private static readonly RNGCryptoServiceProvider rng = new RNGCryptoServiceProvider(); 17 | 18 | private static void Main(string[] args) 19 | { 20 | var switches = args.Where(x => x.StartsWith("--")).ToArray(); 21 | args = args.Except(switches).ToArray(); 22 | 23 | if (args.Length == 0) 24 | { 25 | Console.WriteLine($"Drag and drop Unity asset bundles or folders containing asset bundles on to this .exe to compress them."); 26 | Console.WriteLine($"Use '--randomizeCAB' switch to randomize CAB strings of compressed bundles. Do not use on game bundles or other bundles with dependencies."); 27 | Console.WriteLine($"Press any key to exit."); 28 | Console.ReadKey(); 29 | return; 30 | } 31 | 32 | foreach (var switchStr in switches) 33 | { 34 | switch (switchStr.ToLowerInvariant()) 35 | { 36 | case "--randomizecab": 37 | CABRandomization = true; 38 | break; 39 | default: 40 | Console.WriteLine("Ignoring unknown switch: " + switchStr); 41 | break; 42 | } 43 | } 44 | 45 | foreach (string path in args) 46 | { 47 | if (File.Exists(path)) 48 | { 49 | CompressFile(path); 50 | } 51 | else if (Directory.Exists(path)) 52 | { 53 | var allfiles = Directory.GetFiles(path, "*", SearchOption.AllDirectories); 54 | foreach (var x in allfiles) 55 | { 56 | CompressFile(x); 57 | } 58 | } 59 | else 60 | { 61 | Console.WriteLine("Skipping invalid path: " + path); 62 | } 63 | } 64 | 65 | Console.Write($"Finished compressing asset bundles. Press any key to exit."); 66 | Console.ReadKey(); 67 | } 68 | 69 | public static bool CompressFile(string file) 70 | { 71 | if (!FileIsAssetBundle(file)) 72 | { 73 | Console.WriteLine($"Skipping {file}, not an asset bundle."); 74 | return false; 75 | } 76 | 77 | if (CABRandomization) 78 | RandomizeCAB(file); 79 | 80 | try 81 | { 82 | Console.WriteLine($"Compressing {file}"); 83 | 84 | var assetsManager = new AssetsManager(); 85 | var bundle = assetsManager.LoadBundleFile(file); 86 | using (var stream = File.OpenWrite(file + ".temp")) 87 | using (var writer = new AssetsFileWriter(stream)) 88 | bundle.file.Pack(bundle.file.reader, writer, AssetBundleCompressionType.LZ4); 89 | 90 | File.Move(file + ".temp", file, true); 91 | } 92 | catch (Exception ex) 93 | { 94 | Console.WriteLine($"Error compressing, skipping ({ex.Message})"); 95 | return false; 96 | } 97 | return true; 98 | } 99 | 100 | /// 101 | /// Check if the file is an asset bundle 102 | /// 103 | /// 104 | /// 105 | private static bool FileIsAssetBundle(string path) 106 | { 107 | if (Path.GetExtension(path) == ".unity3d") 108 | return true; 109 | 110 | byte[] buffer = new byte[7]; 111 | using (FileStream fs = new FileStream(path, FileMode.Open, FileAccess.Read)) 112 | { 113 | fs.Read(buffer, 0, buffer.Length); 114 | fs.Close(); 115 | } 116 | return Encoding.UTF8.GetString(buffer, 0, buffer.Length) == "UnityFS"; 117 | } 118 | 119 | /// 120 | /// Open the file, randomize the CAB-string, and save it 121 | /// 122 | /// 123 | internal static void RandomizeCAB(string file) 124 | { 125 | var assetBundleData = File.ReadAllBytes(file); 126 | var ascii = Encoding.ASCII.GetString(assetBundleData, 0, Math.Min(1024, assetBundleData.Length - 4)); 127 | var origCabIndex = ascii.IndexOf("CAB-", StringComparison.Ordinal); 128 | 129 | if (origCabIndex < 0) 130 | return; 131 | 132 | var origCabLength = ascii.Substring(origCabIndex).IndexOf('\0'); 133 | 134 | if (origCabLength < 0) 135 | return; 136 | 137 | var CAB = GenerateCAB().Substring(4); 138 | var cabBytes = Encoding.ASCII.GetBytes(CAB); 139 | 140 | if (origCabLength > 36) 141 | return; 142 | 143 | Buffer.BlockCopy(cabBytes, 36 - origCabLength, assetBundleData, origCabIndex + 4, origCabLength - 4); 144 | 145 | File.WriteAllBytes(file, assetBundleData); 146 | } 147 | 148 | /// 149 | /// Generate a new CAB-string 150 | /// 151 | /// 152 | internal static string GenerateCAB() 153 | { 154 | var rnbuf = new byte[16]; 155 | rng.GetBytes(rnbuf); 156 | return "CAB-" + string.Concat(rnbuf.Select((x) => ((int)x).ToString("X2")).ToArray()).ToLower(); 157 | } 158 | } 159 | } 160 | --------------------------------------------------------------------------------