├── 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 |
--------------------------------------------------------------------------------