5 Commits

Author SHA1 Message Date
Radu
ac864c31f3 Update README.md 2015-11-20 22:18:23 +02:00
Radu
1f2635c877 - added code to handle vertex buffer streams for Unity 5
- new method of creatign unique numeric IDs for FBX objects
- added code to decompress Skin data; further research needed for data interpretation
2015-11-13 14:45:39 +02:00
Radu
235b74a9cd - export mesh deformers with dummies or bones
- FBX code re-arranged to get object count
- changed the way FBX ASCII lines are split at every ~2000 chars
- added option to export tangents
- fixed a problem with treeview continuous search
2015-11-11 19:59:28 +02:00
RaduMCosma
93ebc67841 - replaced FMOD Ex with FMOD Studio API
- audio preview code optimization
- added breakpoints for any FMOD errrs; status messages are now generated instead of crashing the app
- fixed a loop in the FMOD code that caused system overflow
- added platform string to app titlebar
2015-11-05 00:13:20 +02:00
RaduMCosma
2c94852939 - added exception to skip preview of unsupported audio clips
- fixed a feature that automatically resizes asset Type and Size columns by content
- fixed sorting issue when loading a new file/folder
- asset list is now sorted by 2 columns, first by the column you click, then by the column you previously clicked
2015-11-04 14:16:03 +02:00
31 changed files with 7830 additions and 1270 deletions

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@@ -1,6 +1,6 @@
**Unity Studio** is a tool meant for exploring, extracting and exporting assets from Unity games and apps. **Unity Studio** is a tool meant for exploring, extracting and exporting assets from Unity games and apps.
It was built upon a lot of research and reverse engineering, with more than 400 apps and games tested from every version and every platform. It was built on a few years of research and reverse engineering, with more than 400 apps and games tested from every version and every platform.
As such, it is compatible with Unity builds starting from 2.5.0 up until 5.2.2, the latest version to date, and platforms ranging from Web, PC, Linux, MacOS to Xbox360, PS3, Android and iOS. As such, it is compatible with Unity builds starting from 2.5.0 up until 5.2.2, the latest version to date, and platforms ranging from Web, PC, Linux, MacOS to Xbox360, PS3, Android and iOS.
#### Current features #### Current features

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@@ -16,6 +16,7 @@ namespace Unity_Studio
public int[] version = new int[4] { 0, 0, 0, 0 }; public int[] version = new int[4] { 0, 0, 0, 0 };
public string[] buildType; public string[] buildType;
public int platform = 100663296; public int platform = 100663296;
public string platformStr = "";
//public EndianType endianType = EndianType.BigEndian; //public EndianType endianType = EndianType.BigEndian;
//public List<AssetPreloadData> preloadTable = new List<AssetPreloadData>(); //public List<AssetPreloadData> preloadTable = new List<AssetPreloadData>();
public Dictionary<long, AssetPreloadData> preloadTable = new Dictionary<long, AssetPreloadData>(); public Dictionary<long, AssetPreloadData> preloadTable = new Dictionary<long, AssetPreloadData>();
@@ -52,20 +53,20 @@ namespace Unity_Studio
switch (fileGen) switch (fileGen)
{ {
case 6: case 6://2.5.0 - 2.6.1
{ {
a_Stream.Position = (dataEnd - tableSize); a_Stream.Position = (dataEnd - tableSize);
a_Stream.Position += 1; a_Stream.Position += 1;
break; break;
} }
case 7://Unity 3 beta case 7://3.0.0 beta
{ {
a_Stream.Position = (dataEnd - tableSize); a_Stream.Position = (dataEnd - tableSize);
a_Stream.Position += 1; a_Stream.Position += 1;
m_Version = a_Stream.ReadStringToNull(); m_Version = a_Stream.ReadStringToNull();
break; break;
} }
case 8: case 8://3.0.0 - 3.4.2
{ {
a_Stream.Position = (dataEnd - tableSize); a_Stream.Position = (dataEnd - tableSize);
a_Stream.Position += 1; a_Stream.Position += 1;
@@ -73,15 +74,15 @@ namespace Unity_Studio
platform = a_Stream.ReadInt32(); platform = a_Stream.ReadInt32();
break; break;
} }
case 9: case 9://3.5.0 - 4.6.x
{ {
a_Stream.Position += 4;//azero a_Stream.Position += 4;//azero
m_Version = a_Stream.ReadStringToNull(); m_Version = a_Stream.ReadStringToNull();
platform = a_Stream.ReadInt32(); platform = a_Stream.ReadInt32();
break; break;
} }
case 14: case 14://5.0.0 beta and final
case 15://not fully tested! case 15://5.0.1 and up
{ {
a_Stream.Position += 4;//azero a_Stream.Position += 4;//azero
m_Version = a_Stream.ReadStringToNull(); m_Version = a_Stream.ReadStringToNull();
@@ -105,21 +106,22 @@ namespace Unity_Studio
a_Stream.endian = EndianType.LittleEndian; a_Stream.endian = EndianType.LittleEndian;
} }
/*Platform list: switch (platform)
-2: unitypackage {
4: OSX case -2: platformStr = "Unity Package"; break;
5: PC case 4: platformStr = "OSX"; break;
6: Web case 5: platformStr = "PC"; break;
7: Web_streamed case 6: platformStr = "Web"; break;
9: iOS case 7: platformStr = "Web streamed"; break;
10: PS3(big) case 9: platformStr = "iOS"; break;
11: Xbox360(big) case 10: platformStr = "PS3"; break;
13: Android case 11: platformStr = "Xbox 360"; break;
16: Google_NaCl case 13: platformStr = "Android"; break;
21: WP8 case 16: platformStr = "Google NaCl"; break;
25: Linux case 21: platformStr = "WP8"; break;
*/ case 25: platformStr = "Linux"; break;
}
int baseCount = a_Stream.ReadInt32(); int baseCount = a_Stream.ReadInt32();
for (int i = 0; i < baseCount; i++) for (int i = 0; i < baseCount; i++)
{ {

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@@ -29,10 +29,11 @@
private void InitializeComponent() private void InitializeComponent()
{ {
this.includeBox = new System.Windows.Forms.GroupBox(); this.includeBox = new System.Windows.Forms.GroupBox();
this.convertDummies = new System.Windows.Forms.CheckBox();
this.embedBox = new System.Windows.Forms.CheckBox(); this.embedBox = new System.Windows.Forms.CheckBox();
this.lightsBox = new System.Windows.Forms.CheckBox(); this.lightsBox = new System.Windows.Forms.CheckBox();
this.camerasBox = new System.Windows.Forms.CheckBox(); this.camerasBox = new System.Windows.Forms.CheckBox();
this.animationBox = new System.Windows.Forms.CheckBox(); this.exportDeformers = new System.Windows.Forms.CheckBox();
this.geometryBox = new System.Windows.Forms.GroupBox(); this.geometryBox = new System.Windows.Forms.GroupBox();
this.exportColors = new System.Windows.Forms.CheckBox(); this.exportColors = new System.Windows.Forms.CheckBox();
this.exportUVs = new System.Windows.Forms.CheckBox(); this.exportUVs = new System.Windows.Forms.CheckBox();
@@ -56,23 +57,35 @@
// includeBox // includeBox
// //
this.includeBox.AutoSize = true; this.includeBox.AutoSize = true;
this.includeBox.Controls.Add(this.convertDummies);
this.includeBox.Controls.Add(this.embedBox); this.includeBox.Controls.Add(this.embedBox);
this.includeBox.Controls.Add(this.lightsBox); this.includeBox.Controls.Add(this.lightsBox);
this.includeBox.Controls.Add(this.camerasBox); this.includeBox.Controls.Add(this.camerasBox);
this.includeBox.Controls.Add(this.animationBox); this.includeBox.Controls.Add(this.exportDeformers);
this.includeBox.Controls.Add(this.geometryBox); this.includeBox.Controls.Add(this.geometryBox);
this.includeBox.Location = new System.Drawing.Point(13, 13); this.includeBox.Location = new System.Drawing.Point(12, 12);
this.includeBox.Name = "includeBox"; this.includeBox.Name = "includeBox";
this.includeBox.Size = new System.Drawing.Size(359, 262); this.includeBox.Size = new System.Drawing.Size(360, 285);
this.includeBox.TabIndex = 0; this.includeBox.TabIndex = 0;
this.includeBox.TabStop = false; this.includeBox.TabStop = false;
this.includeBox.Text = "Include"; this.includeBox.Text = "Include";
// //
// convertDummies
//
this.convertDummies.AutoSize = true;
this.convertDummies.Location = new System.Drawing.Point(14, 178);
this.convertDummies.Name = "convertDummies";
this.convertDummies.Size = new System.Drawing.Size(205, 17);
this.convertDummies.TabIndex = 5;
this.convertDummies.Text = "Convert Deforming Dummies to Bones";
this.convertDummies.UseVisualStyleBackColor = true;
this.convertDummies.CheckedChanged += new System.EventHandler(this.exportOpnions_CheckedChanged);
//
// embedBox // embedBox
// //
this.embedBox.AutoSize = true; this.embedBox.AutoSize = true;
this.embedBox.Enabled = false; this.embedBox.Enabled = false;
this.embedBox.Location = new System.Drawing.Point(14, 226); this.embedBox.Location = new System.Drawing.Point(14, 249);
this.embedBox.Name = "embedBox"; this.embedBox.Name = "embedBox";
this.embedBox.Size = new System.Drawing.Size(91, 17); this.embedBox.Size = new System.Drawing.Size(91, 17);
this.embedBox.TabIndex = 4; this.embedBox.TabIndex = 4;
@@ -83,7 +96,7 @@
// //
this.lightsBox.AutoSize = true; this.lightsBox.AutoSize = true;
this.lightsBox.Enabled = false; this.lightsBox.Enabled = false;
this.lightsBox.Location = new System.Drawing.Point(14, 202); this.lightsBox.Location = new System.Drawing.Point(14, 225);
this.lightsBox.Name = "lightsBox"; this.lightsBox.Name = "lightsBox";
this.lightsBox.Size = new System.Drawing.Size(54, 17); this.lightsBox.Size = new System.Drawing.Size(54, 17);
this.lightsBox.TabIndex = 3; this.lightsBox.TabIndex = 3;
@@ -94,23 +107,23 @@
// //
this.camerasBox.AutoSize = true; this.camerasBox.AutoSize = true;
this.camerasBox.Enabled = false; this.camerasBox.Enabled = false;
this.camerasBox.Location = new System.Drawing.Point(14, 178); this.camerasBox.Location = new System.Drawing.Point(14, 201);
this.camerasBox.Name = "camerasBox"; this.camerasBox.Name = "camerasBox";
this.camerasBox.Size = new System.Drawing.Size(67, 17); this.camerasBox.Size = new System.Drawing.Size(67, 17);
this.camerasBox.TabIndex = 2; this.camerasBox.TabIndex = 2;
this.camerasBox.Text = "Cameras"; this.camerasBox.Text = "Cameras";
this.camerasBox.UseVisualStyleBackColor = true; this.camerasBox.UseVisualStyleBackColor = true;
// //
// animationBox // exportDeformers
// //
this.animationBox.AutoSize = true; this.exportDeformers.AutoSize = true;
this.animationBox.Enabled = false; this.exportDeformers.Location = new System.Drawing.Point(14, 154);
this.animationBox.Location = new System.Drawing.Point(14, 154); this.exportDeformers.Name = "exportDeformers";
this.animationBox.Name = "animationBox"; this.exportDeformers.Size = new System.Drawing.Size(98, 17);
this.animationBox.Size = new System.Drawing.Size(72, 17); this.exportDeformers.TabIndex = 1;
this.animationBox.TabIndex = 1; this.exportDeformers.Text = "Skin Deformers";
this.animationBox.Text = "Animation"; this.exportDeformers.UseVisualStyleBackColor = true;
this.animationBox.UseVisualStyleBackColor = true; this.exportDeformers.CheckedChanged += new System.EventHandler(this.exportDeformers_CheckedChanged);
// //
// geometryBox // geometryBox
// //
@@ -155,7 +168,6 @@
// exportTangents // exportTangents
// //
this.exportTangents.AutoSize = true; this.exportTangents.AutoSize = true;
this.exportTangents.Enabled = false;
this.exportTangents.Location = new System.Drawing.Point(7, 44); this.exportTangents.Location = new System.Drawing.Point(7, 44);
this.exportTangents.Name = "exportTangents"; this.exportTangents.Name = "exportTangents";
this.exportTangents.Size = new System.Drawing.Size(71, 17); this.exportTangents.Size = new System.Drawing.Size(71, 17);
@@ -184,7 +196,7 @@
this.advancedBox.Controls.Add(this.upAxis); this.advancedBox.Controls.Add(this.upAxis);
this.advancedBox.Controls.Add(this.scaleFactor); this.advancedBox.Controls.Add(this.scaleFactor);
this.advancedBox.Controls.Add(this.scaleLabel); this.advancedBox.Controls.Add(this.scaleLabel);
this.advancedBox.Location = new System.Drawing.Point(12, 281); this.advancedBox.Location = new System.Drawing.Point(12, 303);
this.advancedBox.Name = "advancedBox"; this.advancedBox.Name = "advancedBox";
this.advancedBox.Size = new System.Drawing.Size(360, 80); this.advancedBox.Size = new System.Drawing.Size(360, 80);
this.advancedBox.TabIndex = 5; this.advancedBox.TabIndex = 5;
@@ -240,7 +252,7 @@
// //
// fbxOKbutton // fbxOKbutton
// //
this.fbxOKbutton.Location = new System.Drawing.Point(216, 367); this.fbxOKbutton.Location = new System.Drawing.Point(216, 389);
this.fbxOKbutton.Name = "fbxOKbutton"; this.fbxOKbutton.Name = "fbxOKbutton";
this.fbxOKbutton.Size = new System.Drawing.Size(75, 23); this.fbxOKbutton.Size = new System.Drawing.Size(75, 23);
this.fbxOKbutton.TabIndex = 6; this.fbxOKbutton.TabIndex = 6;
@@ -251,7 +263,7 @@
// fbxCancel // fbxCancel
// //
this.fbxCancel.DialogResult = System.Windows.Forms.DialogResult.Cancel; this.fbxCancel.DialogResult = System.Windows.Forms.DialogResult.Cancel;
this.fbxCancel.Location = new System.Drawing.Point(297, 367); this.fbxCancel.Location = new System.Drawing.Point(297, 389);
this.fbxCancel.Name = "fbxCancel"; this.fbxCancel.Name = "fbxCancel";
this.fbxCancel.Size = new System.Drawing.Size(75, 23); this.fbxCancel.Size = new System.Drawing.Size(75, 23);
this.fbxCancel.TabIndex = 7; this.fbxCancel.TabIndex = 7;
@@ -267,11 +279,11 @@
// showExpOpt // showExpOpt
// //
this.showExpOpt.AutoSize = true; this.showExpOpt.AutoSize = true;
this.showExpOpt.Location = new System.Drawing.Point(12, 371); this.showExpOpt.Location = new System.Drawing.Point(12, 393);
this.showExpOpt.Name = "showExpOpt"; this.showExpOpt.Name = "showExpOpt";
this.showExpOpt.Size = new System.Drawing.Size(127, 17); this.showExpOpt.Size = new System.Drawing.Size(179, 17);
this.showExpOpt.TabIndex = 8; this.showExpOpt.TabIndex = 8;
this.showExpOpt.Text = "Show for each export"; this.showExpOpt.Text = "Show this dialog for every export";
this.showExpOpt.UseVisualStyleBackColor = true; this.showExpOpt.UseVisualStyleBackColor = true;
// //
// ExportOptions // ExportOptions
@@ -280,7 +292,7 @@
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.CancelButton = this.fbxCancel; this.CancelButton = this.fbxCancel;
this.ClientSize = new System.Drawing.Size(384, 401); this.ClientSize = new System.Drawing.Size(384, 421);
this.Controls.Add(this.showExpOpt); this.Controls.Add(this.showExpOpt);
this.Controls.Add(this.fbxCancel); this.Controls.Add(this.fbxCancel);
this.Controls.Add(this.fbxOKbutton); this.Controls.Add(this.fbxOKbutton);
@@ -315,7 +327,7 @@
private System.Windows.Forms.CheckBox embedBox; private System.Windows.Forms.CheckBox embedBox;
private System.Windows.Forms.CheckBox lightsBox; private System.Windows.Forms.CheckBox lightsBox;
private System.Windows.Forms.CheckBox camerasBox; private System.Windows.Forms.CheckBox camerasBox;
private System.Windows.Forms.CheckBox animationBox; private System.Windows.Forms.CheckBox exportDeformers;
private System.Windows.Forms.GroupBox geometryBox; private System.Windows.Forms.GroupBox geometryBox;
private System.Windows.Forms.CheckBox exportColors; private System.Windows.Forms.CheckBox exportColors;
private System.Windows.Forms.CheckBox exportUVs; private System.Windows.Forms.CheckBox exportUVs;
@@ -327,5 +339,6 @@
private System.Windows.Forms.Button fbxCancel; private System.Windows.Forms.Button fbxCancel;
private System.Windows.Forms.SaveFileDialog saveFileDialog1; private System.Windows.Forms.SaveFileDialog saveFileDialog1;
private System.Windows.Forms.CheckBox showExpOpt; private System.Windows.Forms.CheckBox showExpOpt;
private System.Windows.Forms.CheckBox convertDummies;
} }
} }

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@@ -21,6 +21,9 @@ namespace Unity_Studio
exportTangents.Checked = (bool)Properties.Settings.Default["exportTangents"]; exportTangents.Checked = (bool)Properties.Settings.Default["exportTangents"];
exportUVs.Checked = (bool)Properties.Settings.Default["exportUVs"]; exportUVs.Checked = (bool)Properties.Settings.Default["exportUVs"];
exportColors.Checked = (bool)Properties.Settings.Default["exportColors"]; exportColors.Checked = (bool)Properties.Settings.Default["exportColors"];
exportDeformers.Checked = (bool)Properties.Settings.Default["exportDeformers"];
convertDummies.Checked = (bool)Properties.Settings.Default["convertDummies"];
convertDummies.Enabled = (bool)Properties.Settings.Default["exportDeformers"];
scaleFactor.Value = (decimal)Properties.Settings.Default["scaleFactor"]; scaleFactor.Value = (decimal)Properties.Settings.Default["scaleFactor"];
upAxis.SelectedIndex = (int)Properties.Settings.Default["upAxis"]; upAxis.SelectedIndex = (int)Properties.Settings.Default["upAxis"];
showExpOpt.Checked = (bool)Properties.Settings.Default["showExpOpt"]; showExpOpt.Checked = (bool)Properties.Settings.Default["showExpOpt"];
@@ -38,6 +41,7 @@ namespace Unity_Studio
Properties.Settings.Default["exportTangents"] = exportTangents.Checked; Properties.Settings.Default["exportTangents"] = exportTangents.Checked;
Properties.Settings.Default["exportUVs"] = exportUVs.Checked; Properties.Settings.Default["exportUVs"] = exportUVs.Checked;
Properties.Settings.Default["exportColors"] = exportColors.Checked; Properties.Settings.Default["exportColors"] = exportColors.Checked;
Properties.Settings.Default["exportDeformers"] = exportDeformers.Checked;
Properties.Settings.Default["scaleFactor"] = scaleFactor.Value; Properties.Settings.Default["scaleFactor"] = scaleFactor.Value;
Properties.Settings.Default["upAxis"] = upAxis.SelectedIndex; Properties.Settings.Default["upAxis"] = upAxis.SelectedIndex;
this.DialogResult = DialogResult.OK; this.DialogResult = DialogResult.OK;
@@ -49,5 +53,11 @@ namespace Unity_Studio
this.DialogResult = DialogResult.Cancel; this.DialogResult = DialogResult.Cancel;
this.Close(); this.Close();
} }
private void exportDeformers_CheckedChanged(object sender, EventArgs e)
{
exportOpnions_CheckedChanged(sender, e);
convertDummies.Enabled = exportDeformers.Checked;
}
} }
} }

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@@ -0,0 +1,103 @@
/* =================================================================================================== */
/* FMOD Studio - Error string header file. Copyright (c), Firelight Technologies Pty, Ltd. 2004-2015. */
/* */
/* Use this header if you want to store or display a string version / english explanation of */
/* the FMOD error codes. */
/* */
/* =================================================================================================== */
namespace FMOD
{
public class Error
{
public static string String(FMOD.RESULT errcode)
{
switch (errcode)
{
case FMOD.RESULT.OK: return "No errors.";
case FMOD.RESULT.ERR_BADCOMMAND: return "Tried to call a function on a data type that does not allow this type of functionality (ie calling Sound::lock on a streaming sound).";
case FMOD.RESULT.ERR_CHANNEL_ALLOC: return "Error trying to allocate a channel.";
case FMOD.RESULT.ERR_CHANNEL_STOLEN: return "The specified channel has been reused to play another sound.";
case FMOD.RESULT.ERR_DMA: return "DMA Failure. See debug output for more information.";
case FMOD.RESULT.ERR_DSP_CONNECTION: return "DSP connection error. Connection possibly caused a cyclic dependency or connected dsps with incompatible buffer counts.";
case FMOD.RESULT.ERR_DSP_DONTPROCESS: return "DSP return code from a DSP process query callback. Tells mixer not to call the process callback and therefore not consume CPU. Use this to optimize the DSP graph.";
case FMOD.RESULT.ERR_DSP_FORMAT: return "DSP Format error. A DSP unit may have attempted to connect to this network with the wrong format, or a matrix may have been set with the wrong size if the target unit has a specified channel map.";
case FMOD.RESULT.ERR_DSP_INUSE: return "DSP is already in the mixer's DSP network. It must be removed before being reinserted or released.";
case FMOD.RESULT.ERR_DSP_NOTFOUND: return "DSP connection error. Couldn't find the DSP unit specified.";
case FMOD.RESULT.ERR_DSP_RESERVED: return "DSP operation error. Cannot perform operation on this DSP as it is reserved by the system.";
case FMOD.RESULT.ERR_DSP_SILENCE: return "DSP return code from a DSP process query callback. Tells mixer silence would be produced from read, so go idle and not consume CPU. Use this to optimize the DSP graph.";
case FMOD.RESULT.ERR_DSP_TYPE: return "DSP operation cannot be performed on a DSP of this type.";
case FMOD.RESULT.ERR_FILE_BAD: return "Error loading file.";
case FMOD.RESULT.ERR_FILE_COULDNOTSEEK: return "Couldn't perform seek operation. This is a limitation of the medium (ie netstreams) or the file format.";
case FMOD.RESULT.ERR_FILE_DISKEJECTED: return "Media was ejected while reading.";
case FMOD.RESULT.ERR_FILE_EOF: return "End of file unexpectedly reached while trying to read essential data (truncated?).";
case FMOD.RESULT.ERR_FILE_ENDOFDATA: return "End of current chunk reached while trying to read data.";
case FMOD.RESULT.ERR_FILE_NOTFOUND: return "File not found.";
case FMOD.RESULT.ERR_FORMAT: return "Unsupported file or audio format.";
case FMOD.RESULT.ERR_HEADER_MISMATCH: return "There is a version mismatch between the FMOD header and either the FMOD Studio library or the FMOD Low Level library.";
case FMOD.RESULT.ERR_HTTP: return "A HTTP error occurred. This is a catch-all for HTTP errors not listed elsewhere.";
case FMOD.RESULT.ERR_HTTP_ACCESS: return "The specified resource requires authentication or is forbidden.";
case FMOD.RESULT.ERR_HTTP_PROXY_AUTH: return "Proxy authentication is required to access the specified resource.";
case FMOD.RESULT.ERR_HTTP_SERVER_ERROR: return "A HTTP server error occurred.";
case FMOD.RESULT.ERR_HTTP_TIMEOUT: return "The HTTP request timed out.";
case FMOD.RESULT.ERR_INITIALIZATION: return "FMOD was not initialized correctly to support this function.";
case FMOD.RESULT.ERR_INITIALIZED: return "Cannot call this command after System::init.";
case FMOD.RESULT.ERR_INTERNAL: return "An error occurred that wasn't supposed to. Contact support.";
case FMOD.RESULT.ERR_INVALID_FLOAT: return "Value passed in was a NaN, Inf or denormalized float.";
case FMOD.RESULT.ERR_INVALID_HANDLE: return "An invalid object handle was used.";
case FMOD.RESULT.ERR_INVALID_PARAM: return "An invalid parameter was passed to this function.";
case FMOD.RESULT.ERR_INVALID_POSITION: return "An invalid seek position was passed to this function.";
case FMOD.RESULT.ERR_INVALID_SPEAKER: return "An invalid speaker was passed to this function based on the current speaker mode.";
case FMOD.RESULT.ERR_INVALID_SYNCPOINT: return "The syncpoint did not come from this sound handle.";
case FMOD.RESULT.ERR_INVALID_THREAD: return "Tried to call a function on a thread that is not supported.";
case FMOD.RESULT.ERR_INVALID_VECTOR: return "The vectors passed in are not unit length, or perpendicular.";
case FMOD.RESULT.ERR_MAXAUDIBLE: return "Reached maximum audible playback count for this sound's soundgroup.";
case FMOD.RESULT.ERR_MEMORY: return "Not enough memory or resources.";
case FMOD.RESULT.ERR_MEMORY_CANTPOINT: return "Can't use FMOD_OPENMEMORY_POINT on non PCM source data, or non mp3/xma/adpcm data if FMOD_CREATECOMPRESSEDSAMPLE was used.";
case FMOD.RESULT.ERR_NEEDS3D: return "Tried to call a command on a 2d sound when the command was meant for 3d sound.";
case FMOD.RESULT.ERR_NEEDSHARDWARE: return "Tried to use a feature that requires hardware support.";
case FMOD.RESULT.ERR_NET_CONNECT: return "Couldn't connect to the specified host.";
case FMOD.RESULT.ERR_NET_SOCKET_ERROR: return "A socket error occurred. This is a catch-all for socket-related errors not listed elsewhere.";
case FMOD.RESULT.ERR_NET_URL: return "The specified URL couldn't be resolved.";
case FMOD.RESULT.ERR_NET_WOULD_BLOCK: return "Operation on a non-blocking socket could not complete immediately.";
case FMOD.RESULT.ERR_NOTREADY: return "Operation could not be performed because specified sound/DSP connection is not ready.";
case FMOD.RESULT.ERR_OUTPUT_ALLOCATED: return "Error initializing output device, but more specifically, the output device is already in use and cannot be reused.";
case FMOD.RESULT.ERR_OUTPUT_CREATEBUFFER: return "Error creating hardware sound buffer.";
case FMOD.RESULT.ERR_OUTPUT_DRIVERCALL: return "A call to a standard soundcard driver failed, which could possibly mean a bug in the driver or resources were missing or exhausted.";
case FMOD.RESULT.ERR_OUTPUT_FORMAT: return "Soundcard does not support the specified format.";
case FMOD.RESULT.ERR_OUTPUT_INIT: return "Error initializing output device.";
case FMOD.RESULT.ERR_OUTPUT_NODRIVERS: return "The output device has no drivers installed. If pre-init, FMOD_OUTPUT_NOSOUND is selected as the output mode. If post-init, the function just fails.";
case FMOD.RESULT.ERR_PLUGIN: return "An unspecified error has been returned from a plugin.";
case FMOD.RESULT.ERR_PLUGIN_MISSING: return "A requested output, dsp unit type or codec was not available.";
case FMOD.RESULT.ERR_PLUGIN_RESOURCE: return "A resource that the plugin requires cannot be found. (ie the DLS file for MIDI playback)";
case FMOD.RESULT.ERR_PLUGIN_VERSION: return "A plugin was built with an unsupported SDK version.";
case FMOD.RESULT.ERR_RECORD: return "An error occurred trying to initialize the recording device.";
case FMOD.RESULT.ERR_REVERB_CHANNELGROUP: return "Reverb properties cannot be set on this channel because a parent channelgroup owns the reverb connection.";
case FMOD.RESULT.ERR_REVERB_INSTANCE: return "Specified instance in FMOD_REVERB_PROPERTIES couldn't be set. Most likely because it is an invalid instance number or the reverb doesn't exist.";
case FMOD.RESULT.ERR_SUBSOUNDS: return "The error occurred because the sound referenced contains subsounds when it shouldn't have, or it doesn't contain subsounds when it should have. The operation may also not be able to be performed on a parent sound.";
case FMOD.RESULT.ERR_SUBSOUND_ALLOCATED: return "This subsound is already being used by another sound, you cannot have more than one parent to a sound. Null out the other parent's entry first.";
case FMOD.RESULT.ERR_SUBSOUND_CANTMOVE: return "Shared subsounds cannot be replaced or moved from their parent stream, such as when the parent stream is an FSB file.";
case FMOD.RESULT.ERR_TAGNOTFOUND: return "The specified tag could not be found or there are no tags.";
case FMOD.RESULT.ERR_TOOMANYCHANNELS: return "The sound created exceeds the allowable input channel count. This can be increased using the 'maxinputchannels' parameter in System::setSoftwareFormat.";
case FMOD.RESULT.ERR_TRUNCATED: return "The retrieved string is too long to fit in the supplied buffer and has been truncated.";
case FMOD.RESULT.ERR_UNIMPLEMENTED: return "Something in FMOD hasn't been implemented when it should be! contact support!";
case FMOD.RESULT.ERR_UNINITIALIZED: return "This command failed because System::init or System::setDriver was not called.";
case FMOD.RESULT.ERR_UNSUPPORTED: return "A command issued was not supported by this object. Possibly a plugin without certain callbacks specified.";
case FMOD.RESULT.ERR_VERSION: return "The version number of this file format is not supported.";
case FMOD.RESULT.ERR_EVENT_ALREADY_LOADED: return "The specified bank has already been loaded.";
case FMOD.RESULT.ERR_EVENT_LIVEUPDATE_BUSY: return "The live update connection failed due to the game already being connected.";
case FMOD.RESULT.ERR_EVENT_LIVEUPDATE_MISMATCH: return "The live update connection failed due to the game data being out of sync with the tool.";
case FMOD.RESULT.ERR_EVENT_LIVEUPDATE_TIMEOUT: return "The live update connection timed out.";
case FMOD.RESULT.ERR_EVENT_NOTFOUND: return "The requested event, bus or vca could not be found.";
case FMOD.RESULT.ERR_STUDIO_UNINITIALIZED: return "The Studio::System object is not yet initialized.";
case FMOD.RESULT.ERR_STUDIO_NOT_LOADED: return "The specified resource is not loaded, so it can't be unloaded.";
case FMOD.RESULT.ERR_INVALID_STRING: return "An invalid string was passed to this function.";
case FMOD.RESULT.ERR_ALREADY_LOCKED: return "The specified resource is already locked.";
case FMOD.RESULT.ERR_NOT_LOCKED: return "The specified resource is not locked, so it can't be unlocked.";
case FMOD.RESULT.ERR_RECORD_DISCONNECTED: return "The specified recording driver has been disconnected.";
case FMOD.RESULT.ERR_TOOMANYSAMPLES: return "The length provided exceed the allowable limit.";
default: return "Unknown error.";
}
}
}
}

View File

@@ -166,5 +166,29 @@ namespace Unity_Studio.Properties {
this["showExpOpt"] = value; this["showExpOpt"] = value;
} }
} }
[global::System.Configuration.UserScopedSettingAttribute()]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Configuration.DefaultSettingValueAttribute("True")]
public bool exportDeformers {
get {
return ((bool)(this["exportDeformers"]));
}
set {
this["exportDeformers"] = value;
}
}
[global::System.Configuration.UserScopedSettingAttribute()]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Configuration.DefaultSettingValueAttribute("True")]
public bool convertDummies {
get {
return ((bool)(this["convertDummies"]));
}
set {
this["convertDummies"] = value;
}
}
} }
} }

View File

@@ -38,5 +38,11 @@
<Setting Name="showExpOpt" Type="System.Boolean" Scope="User"> <Setting Name="showExpOpt" Type="System.Boolean" Scope="User">
<Value Profile="(Default)">False</Value> <Value Profile="(Default)">False</Value>
</Setting> </Setting>
<Setting Name="exportDeformers" Type="System.Boolean" Scope="User">
<Value Profile="(Default)">True</Value>
</Setting>
<Setting Name="convertDummies" Type="System.Boolean" Scope="User">
<Value Profile="(Default)">True</Value>
</Setting>
</Settings> </Settings>
</SettingsFile> </SettingsFile>

View File

Before

Width:  |  Height:  |  Size: 29 KiB

After

Width:  |  Height:  |  Size: 29 KiB

View File

@@ -9,8 +9,8 @@ namespace Unity_Studio
class AudioClip class AudioClip
{ {
public string m_Name; public string m_Name;
public int m_Format = 0; public int m_Format;
public int m_Type; public int m_Type = -1;
public bool m_3D; public bool m_3D;
public bool m_UseHardware; public bool m_UseHardware;
@@ -25,14 +25,14 @@ namespace Unity_Studio
public bool m_PreloadAudioData; public bool m_PreloadAudioData;
public bool m_LoadInBackground; public bool m_LoadInBackground;
public bool m_Legacy3D; public bool m_Legacy3D;
public int m_CompressionFormat; public int m_CompressionFormat = -1;
public string m_Source; public string m_Source;
public long m_Offset; public long m_Offset;
public long m_Size; public long m_Size;
public byte[] m_AudioData; public byte[] m_AudioData;
public string extension; public string extension = "";
public AudioClip(AssetPreloadData preloadData, bool readSwitch) public AudioClip(AssetPreloadData preloadData, bool readSwitch)
{ {
@@ -73,8 +73,7 @@ namespace Unity_Studio
} }
else else
{ {
m_LoadType = a_Stream.ReadInt32(); m_LoadType = a_Stream.ReadInt32();//Decompress on load, Compressed in memory, Streaming
m_Type = m_LoadType;
m_Channels = a_Stream.ReadInt32(); m_Channels = a_Stream.ReadInt32();
m_Frequency = a_Stream.ReadInt32(); m_Frequency = a_Stream.ReadInt32();
m_BitsPerSample = a_Stream.ReadInt32(); m_BitsPerSample = a_Stream.ReadInt32();
@@ -97,13 +96,13 @@ namespace Unity_Studio
} }
#region Info Text & extension #region Info Text & extension
preloadData.InfoText = "Format: " + m_Format + "\nType: "; preloadData.InfoText = "Compression format: ";
switch (m_Type) switch (m_Type)
{ {
case 1: case 2:
extension = ".fsb"; extension = ".aif";
preloadData.InfoText += "FSB"; preloadData.InfoText += "AIFF";
break; break;
case 13: case 13:
extension = ".mp3"; extension = ".mp3";
@@ -121,11 +120,29 @@ namespace Unity_Studio
extension = ".wav"; extension = ".wav";
preloadData.InfoText += "Xbox360 WAV"; preloadData.InfoText += "Xbox360 WAV";
break; break;
default: }
preloadData.InfoText += "Unknown type " + m_Type;
switch (m_CompressionFormat)
{
case 0:
extension = ".fsb";
preloadData.InfoText += "PCM";
break;
case 1:
extension = ".fsb";
preloadData.InfoText += "Vorbis";
break;
case 2:
extension = ".fsb";
preloadData.InfoText += "ADPCM";
break;
case 3:
extension = ".fsb";
preloadData.InfoText += "MP3";//not sure
break; break;
} }
if (extension == "") { preloadData.InfoText += "Unknown"; }
preloadData.InfoText += "\n3D: " + m_3D.ToString(); preloadData.InfoText += "\n3D: " + m_3D.ToString();
#endregion #endregion

View File

@@ -93,7 +93,7 @@ But since the -90 rotation from Unity is a regular type, it will show up in the
Also, re-importing this FBX in Unity will now produce a (-90)+(-90)=-180 rotation. Also, re-importing this FBX in Unity will now produce a (-90)+(-90)=-180 rotation.
This is an unfortunate eyesore, but nothing more, the orientation will be fine. This is an unfortunate eyesore, but nothing more, the orientation will be fine.
In theory, one could add +90 degrees rotation to GameObjects that link to Mesh assets (but not other types) and use a different conversion for vertex components. In theory, one could add +90 degrees rotation to GameObjects that link to Mesh assets (but not other types) to cancel out the Unity rotation.
The problem is you can never know where the Unity mesh originated from. If it came from a left-handed format such as OBJ, there wouldn't have been any conversion and it wouldn't have that -90 degree adjustment. The problem is you can never know where the Unity mesh originated from. If it came from a left-handed format such as OBJ, there wouldn't have been any conversion and it wouldn't have that -90 degree adjustment.
So it would "fix" meshes that were originally sourced form FBX, but would still have the "extra" rotation in mehses sourced from left-handed formats. So it would "fix" meshes that were originally sourced form FBX, but would still have the "extra" rotation in mehses sourced from left-handed formats.
*/ */
@@ -107,10 +107,13 @@ namespace Unity_Studio
public List<SubMesh> m_SubMeshes = new List<SubMesh>(); public List<SubMesh> m_SubMeshes = new List<SubMesh>();
public List<uint> m_Indices = new List<uint>(); //use a list because I don't always know the facecount for triangle strips public List<uint> m_Indices = new List<uint>(); //use a list because I don't always know the facecount for triangle strips
public List<int> m_materialIDs = new List<int>(); public List<int> m_materialIDs = new List<int>();
public uint m_VertexCount; private uint[] m_IndexBuffer;
private ChannelInfo[] m_Channels; private ChannelInfo[] m_Channels;
private StreamInfo[] m_Streams; private StreamInfo[] m_Streams;
private uint[] m_IndexBuffer; public List<BoneInfluence>[] m_Skin;
//public Dictionary<int, float>[] m_Skin;
public float[][,] m_BindPose;
public int m_VertexCount;
public float[] m_Vertices; public float[] m_Vertices;
public float[] m_Normals; public float[] m_Normals;
public float[] m_Colors; public float[] m_Colors;
@@ -130,6 +133,12 @@ namespace Unity_Studio
public uint vertexCount; public uint vertexCount;
} }
public class BoneInfluence
{
public float weight;
public int boneIndex;
}
public class ChannelInfo public class ChannelInfo
{ {
public byte stream; public byte stream;
@@ -150,7 +159,7 @@ namespace Unity_Studio
public class PackedBitVector public class PackedBitVector
{ {
public uint m_NumItems; public int m_NumItems;
public float m_Range = 1.0f; public float m_Range = 1.0f;
public float m_Start = 0.0f; public float m_Start = 0.0f;
public byte[] m_Data; public byte[] m_Data;
@@ -362,6 +371,7 @@ namespace Unity_Studio
} }
#endregion #endregion
#region subMeshes
int m_SubMeshes_size = a_Stream.ReadInt32(); int m_SubMeshes_size = a_Stream.ReadInt32();
for (int s = 0; s < m_SubMeshes_size; s++) for (int s = 0; s < m_SubMeshes_size; s++)
{ {
@@ -380,52 +390,64 @@ namespace Unity_Studio
a_Stream.Position += 24; //Axis-Aligned Bounding Box a_Stream.Position += 24; //Axis-Aligned Bounding Box
} }
} }
#endregion
#region m_Shapes for 4.1.0 and later, excluding 4.1.0 alpha
if (version [0] >= 5 || (version[0] == 4 && (version[1] > 1 || (version[1] == 1 && MeshPD.sourceFile.buildType[0] != "a")))) #region BlendShapeData for 4.1.0 to 4.2.x, excluding 4.1.0 alpha
if (version[0] == 4 && ((version[1] == 1 && MeshPD.sourceFile.buildType[0] != "a") ||
(version[1] > 1 && version[1] <= 2)))
{ {
if (version[0] == 4 && version[1] <= 2) //4.1.0f4 - 4.2.2f1 int m_Shapes_size = a_Stream.ReadInt32();
if (m_Shapes_size > 0)
{ {
int m_Shapes_size = a_Stream.ReadInt32(); bool stop = true;
if (m_Shapes_size > 0)
{
bool stop = true;
}
for (int s = 0; s < m_Shapes_size; s++) //untested
{
string shape_name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
a_Stream.Position += 36; //uint firstVertex, vertexCount; Vector3f aabbMinDelta, aabbMaxDelta; bool hasNormals, hasTangents
}
int m_ShapeVertices_size = a_Stream.ReadInt32();
a_Stream.Position += m_ShapeVertices_size * 40; //vertex positions, normals, tangents & uint index
} }
else //4.3.0 and later for (int s = 0; s < m_Shapes_size; s++) //untested
{ {
int m_ShapeVertices_size = a_Stream.ReadInt32(); string shape_name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
a_Stream.Position += m_ShapeVertices_size * 40; //vertex positions, normals, tangents & uint index a_Stream.Position += 36; //uint firstVertex, vertexCount; Vector3f aabbMinDelta, aabbMaxDelta; bool hasNormals, hasTangents
int shapes_size = a_Stream.ReadInt32();
a_Stream.Position += shapes_size * 12; //uint firstVertex, vertexCount; bool hasNormals, hasTangents
int channels_size = a_Stream.ReadInt32();
for (int c = 0; c < channels_size; c++)
{
string channel_name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
a_Stream.Position += 12; //uint nameHash; int frameIndex, frameCount
}
int fullWeights_size = a_Stream.ReadInt32();
a_Stream.Position += fullWeights_size * 4; //floats
int m_BindPose_size = a_Stream.ReadInt32();
a_Stream.Position += m_BindPose_size * 16 * 4; //matrix 4x4
int m_BoneNameHashes_size = a_Stream.ReadInt32();
a_Stream.Position += m_BoneNameHashes_size * 4; //uints
uint m_RootBoneNameHash = a_Stream.ReadUInt32();
} }
int m_ShapeVertices_size = a_Stream.ReadInt32();
a_Stream.Position += m_ShapeVertices_size * 40; //vertex positions, normals, tangents & uint index
}
#endregion
#region BlendShapeData and BindPose for 4.3.0 and later
else if (version[0] >= 5 || (version[0] == 4 && version[1] >= 3))
{
int m_ShapeVertices_size = a_Stream.ReadInt32();
if (m_ShapeVertices_size > 0)
{
bool stop = true;
}
a_Stream.Position += m_ShapeVertices_size * 40; //vertex positions, normals, tangents & uint index
int shapes_size = a_Stream.ReadInt32();
a_Stream.Position += shapes_size * 12; //uint firstVertex, vertexCount; bool hasNormals, hasTangents
int channels_size = a_Stream.ReadInt32();
for (int c = 0; c < channels_size; c++)
{
string channel_name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
a_Stream.Position += 12; //uint nameHash; int frameIndex, frameCount
}
int fullWeights_size = a_Stream.ReadInt32();
a_Stream.Position += fullWeights_size * 4; //floats
m_BindPose = new float[a_Stream.ReadInt32()][,];
for (int i = 0; i < m_BindPose.Length; i++)
{
m_BindPose[i] = new float[4,4] {
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() } };
}
int m_BoneNameHashes_size = a_Stream.ReadInt32();
a_Stream.Position += m_BoneNameHashes_size * 4; //uints
uint m_RootBoneNameHash = a_Stream.ReadUInt32();
} }
#endregion #endregion
@@ -454,7 +476,7 @@ namespace Unity_Studio
{ {
m_IndexBuffer = new uint[m_IndexBuffer_size / 4]; m_IndexBuffer = new uint[m_IndexBuffer_size / 4];
for (int i = 0; i < m_IndexBuffer_size / 4; i++) { m_IndexBuffer[i] = a_Stream.ReadUInt32(); } for (int i = 0; i < m_IndexBuffer_size / 4; i++) { m_IndexBuffer[i] = a_Stream.ReadUInt32(); }
//align?? a_Stream.AlignStream(4);//untested
} }
} }
#endregion #endregion
@@ -462,15 +484,36 @@ namespace Unity_Studio
#region Vertex Buffer for 3.4.2 and earlier #region Vertex Buffer for 3.4.2 and earlier
if (version[0] < 3 || (version[0] == 3 && version[1] < 5)) if (version[0] < 3 || (version[0] == 3 && version[1] < 5))
{ {
m_VertexCount = a_Stream.ReadUInt32(); m_VertexCount = a_Stream.ReadInt32();
m_Vertices = new float[m_VertexCount * 3]; m_Vertices = new float[m_VertexCount * 3];
for (int v = 0; v < m_VertexCount * 3; v++) { m_Vertices[v] = a_Stream.ReadSingle(); } for (int v = 0; v < m_VertexCount * 3; v++) { m_Vertices[v] = a_Stream.ReadSingle(); }
int m_Skin_size = a_Stream.ReadInt32(); m_Skin = new List<BoneInfluence>[a_Stream.ReadInt32()];
a_Stream.Position += m_Skin_size * 32; //4x float weights & 4x int boneIndices //m_Skin = new Dictionary<int, float>[a_Stream.ReadInt32()];
for (int s = 0; s < m_Skin.Length; s++)
{
m_Skin[s] = new List<BoneInfluence>();
for (int i = 0; i < 4; i++) { m_Skin[s].Add(new BoneInfluence() { weight = a_Stream.ReadSingle() }); }
for (int i = 0; i < 4; i++) { m_Skin[s][i].boneIndex = a_Stream.ReadInt32(); }
int m_BindPose_size = a_Stream.ReadInt32(); /*m_Skin[s] = new Dictionary<int, float>();
a_Stream.Position += m_BindPose_size * 16 * 4; //matrix 4x4 float[] weights = new float[4] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() };
for (int i = 0; i < 4; i++)
{
int boneIndex = a_Stream.ReadInt32();
m_Skin[s][boneIndex] = weights[i];
}*/
}
m_BindPose = new float[a_Stream.ReadInt32()][,];
for (int i = 0; i < m_BindPose.Length; i++)
{
m_BindPose[i] = new float[4, 4] {
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() } };
}
int m_UV1_size = a_Stream.ReadInt32(); int m_UV1_size = a_Stream.ReadInt32();
m_UV1 = new float[m_UV1_size * 2]; m_UV1 = new float[m_UV1_size * 2];
@@ -507,19 +550,41 @@ namespace Unity_Studio
else else
{ {
#region read vertex stream #region read vertex stream
int m_Skin_size = a_Stream.ReadInt32(); m_Skin = new List<BoneInfluence>[a_Stream.ReadInt32()];
a_Stream.Position += m_Skin_size * 32; //4x float weights & 4x int boneIndices //m_Skin = new Dictionary<int, float>[a_Stream.ReadInt32()];
for (int s = 0; s < m_Skin.Length; s++)
if (version[0] <= 3 || (version[0] == 4 && version[1] <= 2))
{ {
int m_BindPose_size = a_Stream.ReadInt32(); m_Skin[s] = new List<BoneInfluence>();
a_Stream.Position += m_BindPose_size * 16 * 4; //matrix 4x4 for (int i = 0; i < 4; i++) { m_Skin[s].Add(new BoneInfluence() { weight = a_Stream.ReadSingle() }); }
for (int i = 0; i < 4; i++) { m_Skin[s][i].boneIndex = a_Stream.ReadInt32(); }
/*m_Skin[s] = new Dictionary<int, float>();
float[] weights = new float[4] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() };
for (int i = 0; i < 4; i++)
{
int boneIndex = a_Stream.ReadInt32();
m_Skin[s][boneIndex] = weights[i];
}*/
} }
int m_CurrentChannels = a_Stream.ReadInt32();//defined as uint in Unity
m_VertexCount = a_Stream.ReadUInt32();
#region 3.5.0 - 3.5.7 if (version[0] == 3 || (version[0] == 4 && version[1] <= 2))
{
m_BindPose = new float[a_Stream.ReadInt32()][,];
for (int i = 0; i < m_BindPose.Length; i++)
{
m_BindPose[i] = new float[4, 4] {
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() },
{ a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() } };
}
}
BitArray m_CurrentChannels = new BitArray(new int[1] { a_Stream.ReadInt32() });
m_VertexCount = a_Stream.ReadInt32();
#region streams for 3.5.0 - 3.5.7
if (version[0] < 4) if (version[0] < 4)
{ {
if (m_MeshCompression != 0 && version[2] == 0) //special case not just on platform 9 if (m_MeshCompression != 0 && version[2] == 0) //special case not just on platform 9
@@ -540,10 +605,11 @@ namespace Unity_Studio
} }
} }
#endregion #endregion
#region 4.0.0 and later #region channels and streams for 4.0.0 and later
else else
{ {
int singleStreamStride = 0;//used tor unity 5 //int singleStreamStride = 0;//used tor unity 5
int streamCount = 0;
m_Channels = new ChannelInfo[a_Stream.ReadInt32()]; m_Channels = new ChannelInfo[a_Stream.ReadInt32()];
for (int c = 0; c < m_Channels.Length; c++) for (int c = 0; c < m_Channels.Length; c++)
@@ -555,7 +621,9 @@ namespace Unity_Studio
m_Channels[c].dimension = a_Stream.ReadByte(); m_Channels[c].dimension = a_Stream.ReadByte();
//calculate stride for Unity 5 //calculate stride for Unity 5
singleStreamStride += m_Channels[c].dimension * (4 / (int)Math.Pow(2, m_Channels[c].format)); //singleStreamStride += m_Channels[c].dimension * (4 / (int)Math.Pow(2, m_Channels[c].format));
if (m_Channels[c].stream >= streamCount) { streamCount = m_Channels[c].stream + 1; }
} }
if (version[0] < 5) if (version[0] < 5)
@@ -571,13 +639,21 @@ namespace Unity_Studio
m_Streams[s].frequency = a_Stream.ReadUInt16(); m_Streams[s].frequency = a_Stream.ReadUInt16();
} }
} }
else //it's just easier to create my own stream here else //create streams
{ {
m_Streams = new StreamInfo[1]; m_Streams = new StreamInfo[streamCount];
m_Streams[0] = new StreamInfo(); for (int s = 0; s < streamCount; s++)
m_Streams[0].channelMask = new BitArray(new int[1] { m_CurrentChannels }); {
m_Streams[0].offset = 0; m_Streams[s] = new StreamInfo();
m_Streams[0].stride = singleStreamStride; m_Streams[s].channelMask = new BitArray(new int[1] { 0 });
m_Streams[s].offset = 0;
if (s > 0) { m_Streams[s].offset = m_Streams[s - 1].offset + m_Streams[s - 1].stride * m_VertexCount; }
m_Streams[s].stride = 0;
foreach (var m_Channel in m_Channels)
{
if (m_Channel.stream == s) { m_Streams[s].stride += m_Channel.dimension * (4 / (int)Math.Pow(2, m_Channel.format)); }
}
}
} }
} }
#endregion #endregion
@@ -588,15 +664,15 @@ namespace Unity_Studio
#endregion #endregion
#region compute FvF #region compute FvF
int valueBufferSize = 0; int componentByteSize = 0;
byte[] valueBuffer; byte[] componentBytes;
float[] dstArray; float[] componentsArray;
#region 4.0.0 and later
if (m_Channels != null) if (m_Channels != null)
{ {
//it is better to loop channels instead of streams //it is better to loop channels instead of streams
//because channels are likely to be sorted by vertex property //because channels are likely to be sorted by vertex property
#region 4.0.0 and later
foreach (var m_Channel in m_Channels) foreach (var m_Channel in m_Channels)
{ {
if (m_Channel.dimension > 0) if (m_Channel.dimension > 0)
@@ -605,12 +681,13 @@ namespace Unity_Studio
for (int b = 0; b < 8; b++) for (int b = 0; b < 8; b++)
{ {
if (m_Stream.channelMask.Get(b)) //in the future, try to use only m_CurrentChannels
if ((version[0] < 5 && m_Stream.channelMask.Get(b)) || (version[0] >= 5 && m_CurrentChannels.Get(b)))
{ {
// in Unity 4.x the colors channel has 1 dimension, as in 1 color with 4 components // in Unity 4.x the colors channel has 1 dimension, as in 1 color with 4 components
if (b == 2 && m_Channel.format == 2) { m_Channel.dimension = 4; } if (b == 2 && m_Channel.format == 2) { m_Channel.dimension = 4; }
valueBufferSize = 4 / (int)Math.Pow(2, m_Channel.format); componentByteSize = 4 / (int)Math.Pow(2, m_Channel.format);
/*switch (m_Channel.format) /*switch (m_Channel.format)
{ {
@@ -626,51 +703,39 @@ namespace Unity_Studio
break; break;
}*/ }*/
valueBuffer = new byte[valueBufferSize]; componentBytes = new byte[componentByteSize];
dstArray = new float[m_VertexCount * m_Channel.dimension]; componentsArray = new float[m_VertexCount * m_Channel.dimension];
for (int v = 0; v < m_VertexCount; v++) for (int v = 0; v < m_VertexCount; v++)
{ {
int vertexOffset = m_Stream.offset + m_Channel.offset + m_Stream.stride * v;
for (int d = 0; d < m_Channel.dimension; d++) for (int d = 0; d < m_Channel.dimension; d++)
{ {
int m_DataSizeOffset = m_Stream.offset + m_Channel.offset + m_Stream.stride * v + valueBufferSize * d; int componentOffset = vertexOffset + componentByteSize * d;
Buffer.BlockCopy(m_DataSize, m_DataSizeOffset, valueBuffer, 0, valueBufferSize); Buffer.BlockCopy(m_DataSize, componentOffset, componentBytes, 0, componentByteSize);
dstArray[v * m_Channel.dimension + d] = bytesToFloat(valueBuffer); componentsArray[v * m_Channel.dimension + d] = bytesToFloat(componentBytes);
} }
} }
switch (b) switch (b)
{ {
case 0: case 0: m_Vertices = componentsArray; break;
m_Vertices = dstArray; case 1: m_Normals = componentsArray; break;
break; case 2: m_Colors = componentsArray; break;
case 1: case 3: m_UV1 = componentsArray; break;
m_Normals = dstArray; case 4: m_UV2 = componentsArray; break;
break;
case 2:
m_Colors = dstArray;
break;
case 3:
m_UV1 = dstArray;
break;
case 4:
m_UV2 = dstArray;
break;
case 5: case 5:
if (version[0] == 5) { m_UV3 = dstArray; } if (version[0] == 5) { m_UV3 = componentsArray; }
else { m_Tangents = dstArray; } else { m_Tangents = componentsArray; }
break;
case 6:
m_UV4 = dstArray;
break;
case 7:
m_Tangents = dstArray;
break; break;
case 6: m_UV4 = componentsArray; break;
case 7: m_Tangents = componentsArray; break;
} }
m_Stream.channelMask.Set(b, false); //is this needed? m_Stream.channelMask.Set(b, false);
valueBuffer = null; m_CurrentChannels.Set(b, false);
dstArray = null; componentBytes = null;
componentsArray = null;
break; //go to next channel break; //go to next channel
} }
} }
@@ -697,63 +762,52 @@ namespace Unity_Studio
{ {
case 0: case 0:
case 1: case 1:
valueBufferSize = 4; componentByteSize = 4;
m_Channel.dimension = 3; m_Channel.dimension = 3;
break; break;
case 2: case 2:
valueBufferSize = 1; componentByteSize = 1;
m_Channel.dimension = 4; m_Channel.dimension = 4;
break; break;
case 3: case 3:
case 4: case 4:
valueBufferSize = 4; componentByteSize = 4;
m_Channel.dimension = 2; m_Channel.dimension = 2;
break; break;
case 5: case 5:
valueBufferSize = 4; componentByteSize = 4;
m_Channel.dimension = 4; m_Channel.dimension = 4;
break; break;
} }
valueBuffer = new byte[valueBufferSize]; componentBytes = new byte[componentByteSize];
dstArray = new float[m_VertexCount * m_Channel.dimension]; componentsArray = new float[m_VertexCount * m_Channel.dimension];
for (int v = 0; v < m_VertexCount; v++) for (int v = 0; v < m_VertexCount; v++)
{ {
int vertexOffset = m_Stream.offset + m_Channel.offset + m_Stream.stride * v;
for (int d = 0; d < m_Channel.dimension; d++) for (int d = 0; d < m_Channel.dimension; d++)
{ {
int m_DataSizeOffset = m_Stream.offset + m_Channel.offset + m_Stream.stride * v + valueBufferSize * d; int m_DataSizeOffset = vertexOffset + componentByteSize * d;
Buffer.BlockCopy(m_DataSize, m_DataSizeOffset, valueBuffer, 0, valueBufferSize); Buffer.BlockCopy(m_DataSize, m_DataSizeOffset, componentBytes, 0, componentByteSize);
dstArray[v * m_Channel.dimension + d] = bytesToFloat(valueBuffer); componentsArray[v * m_Channel.dimension + d] = bytesToFloat(componentBytes);
} }
} }
switch (b) switch (b)
{ {
case 0: case 0: m_Vertices = componentsArray; break;
m_Vertices = dstArray; case 1: m_Normals = componentsArray; break;
break; case 2: m_Colors = componentsArray; break;
case 1: case 3: m_UV1 = componentsArray; break;
m_Normals = dstArray; case 4: m_UV2 = componentsArray; break;
break; case 5: m_Tangents = componentsArray; break;
case 2:
m_Colors = dstArray;
break;
case 3:
m_UV1 = dstArray;
break;
case 4:
m_UV2 = dstArray;
break;
case 5:
m_Tangents = dstArray;
break;
} }
m_Channel.offset += (byte)(m_Channel.dimension * valueBufferSize); //strides larger than 255 are unlikely m_Channel.offset += (byte)(m_Channel.dimension * componentByteSize); //safe to cast as byte because strides larger than 255 are unlikely
m_Stream.channelMask.Set(b, false); //is this needed? m_Stream.channelMask.Set(b, false);
valueBuffer = null; componentBytes = null;
dstArray = null; componentsArray = null;
} }
} }
} }
@@ -767,8 +821,10 @@ namespace Unity_Studio
if (version[0] >= 3 || (version[0] == 2 && version[1] >= 6)) if (version[0] >= 3 || (version[0] == 2 && version[1] >= 6))
{ {
//remember there can be combinations of packed and regular vertex properties //remember there can be combinations of packed and regular vertex properties
#region m_Vertices
PackedBitVector m_Vertices_Packed = new PackedBitVector(); PackedBitVector m_Vertices_Packed = new PackedBitVector();
m_Vertices_Packed.m_NumItems = a_Stream.ReadUInt32(); m_Vertices_Packed.m_NumItems = a_Stream.ReadInt32();
m_Vertices_Packed.m_Range = a_Stream.ReadSingle(); m_Vertices_Packed.m_Range = a_Stream.ReadSingle();
m_Vertices_Packed.m_Start = a_Stream.ReadSingle(); m_Vertices_Packed.m_Start = a_Stream.ReadSingle();
m_Vertices_Packed.m_Data = new byte[a_Stream.ReadInt32()]; m_Vertices_Packed.m_Data = new byte[a_Stream.ReadInt32()];
@@ -786,12 +842,14 @@ namespace Unity_Studio
m_Vertices = new float[m_Vertices_Packed.m_NumItems]; m_Vertices = new float[m_Vertices_Packed.m_NumItems];
for (int v = 0; v < m_Vertices_Packed.m_NumItems; v++) for (int v = 0; v < m_Vertices_Packed.m_NumItems; v++)
{ {
m_Vertices[v] = (float)m_Vertices_Unpacked[v] / bitmax * m_Vertices_Packed.m_Range + m_Vertices_Packed.m_Start; m_Vertices[v] = (float)((double)m_Vertices_Unpacked[v] / bitmax) * m_Vertices_Packed.m_Range + m_Vertices_Packed.m_Start;
} }
} }
#endregion
PackedBitVector m_UV_Packed = new PackedBitVector(); //contains both channels #region m_UV
m_UV_Packed.m_NumItems = a_Stream.ReadUInt32(); PackedBitVector m_UV_Packed = new PackedBitVector(); //contains all channels
m_UV_Packed.m_NumItems = a_Stream.ReadInt32();
m_UV_Packed.m_Range = a_Stream.ReadSingle(); m_UV_Packed.m_Range = a_Stream.ReadSingle();
m_UV_Packed.m_Start = a_Stream.ReadSingle(); m_UV_Packed.m_Start = a_Stream.ReadSingle();
m_UV_Packed.m_Data = new byte[a_Stream.ReadInt32()]; m_UV_Packed.m_Data = new byte[a_Stream.ReadInt32()];
@@ -800,7 +858,7 @@ namespace Unity_Studio
m_UV_Packed.m_BitSize = a_Stream.ReadByte(); m_UV_Packed.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment a_Stream.Position += 3; //4 byte alignment
if (m_UV_Packed.m_NumItems > 0) if (m_UV_Packed.m_NumItems > 0 && (bool)Properties.Settings.Default["exportUVs"])
{ {
uint[] m_UV_Unpacked = UnpackBitVector(m_UV_Packed); uint[] m_UV_Unpacked = UnpackBitVector(m_UV_Packed);
int bitmax = 0; int bitmax = 0;
@@ -810,7 +868,7 @@ namespace Unity_Studio
for (int v = 0; v < m_VertexCount * 2; v++) for (int v = 0; v < m_VertexCount * 2; v++)
{ {
m_UV1[v] = (float)m_UV_Unpacked[v] / bitmax * m_UV_Packed.m_Range + m_UV_Packed.m_Start; m_UV1[v] = (float)((double)m_UV_Unpacked[v] / bitmax) * m_UV_Packed.m_Range + m_UV_Packed.m_Start;
} }
if (m_UV_Packed.m_NumItems >= m_VertexCount * 4) if (m_UV_Packed.m_NumItems >= m_VertexCount * 4)
@@ -818,7 +876,7 @@ namespace Unity_Studio
m_UV2 = new float[m_VertexCount * 2]; m_UV2 = new float[m_VertexCount * 2];
for (uint v = 0; v < m_VertexCount * 2; v++) for (uint v = 0; v < m_VertexCount * 2; v++)
{ {
m_UV2[v] = (float)m_UV_Unpacked[v + m_VertexCount * 2] / bitmax * m_UV_Packed.m_Range + m_UV_Packed.m_Start; m_UV2[v] = (float)((double)m_UV_Unpacked[v + m_VertexCount * 2] / bitmax) * m_UV_Packed.m_Range + m_UV_Packed.m_Start;
} }
if (m_UV_Packed.m_NumItems >= m_VertexCount * 6) if (m_UV_Packed.m_NumItems >= m_VertexCount * 6)
@@ -826,7 +884,7 @@ namespace Unity_Studio
m_UV3 = new float[m_VertexCount * 2]; m_UV3 = new float[m_VertexCount * 2];
for (uint v = 0; v < m_VertexCount * 2; v++) for (uint v = 0; v < m_VertexCount * 2; v++)
{ {
m_UV3[v] = (float)m_UV_Unpacked[v + m_VertexCount * 4] / bitmax * m_UV_Packed.m_Range + m_UV_Packed.m_Start; m_UV3[v] = (float)((double)m_UV_Unpacked[v + m_VertexCount * 4] / bitmax) * m_UV_Packed.m_Range + m_UV_Packed.m_Start;
} }
if (m_UV_Packed.m_NumItems == m_VertexCount * 8) if (m_UV_Packed.m_NumItems == m_VertexCount * 8)
@@ -834,17 +892,19 @@ namespace Unity_Studio
m_UV4 = new float[m_VertexCount * 2]; m_UV4 = new float[m_VertexCount * 2];
for (uint v = 0; v < m_VertexCount * 2; v++) for (uint v = 0; v < m_VertexCount * 2; v++)
{ {
m_UV4[v] = (float)m_UV_Unpacked[v + m_VertexCount * 6] / bitmax * m_UV_Packed.m_Range + m_UV_Packed.m_Start; m_UV4[v] = (float)((double)m_UV_Unpacked[v + m_VertexCount * 6] / bitmax) * m_UV_Packed.m_Range + m_UV_Packed.m_Start;
} }
} }
} }
} }
} }
#endregion
#region m_BindPose
if (version[0] < 5) if (version[0] < 5)
{ {
PackedBitVector m_BindPoses_Packed = new PackedBitVector(); PackedBitVector m_BindPoses_Packed = new PackedBitVector();
m_BindPoses_Packed.m_NumItems = a_Stream.ReadUInt32(); m_BindPoses_Packed.m_NumItems = a_Stream.ReadInt32();
m_BindPoses_Packed.m_Range = a_Stream.ReadSingle(); m_BindPoses_Packed.m_Range = a_Stream.ReadSingle();
m_BindPoses_Packed.m_Start = a_Stream.ReadSingle(); m_BindPoses_Packed.m_Start = a_Stream.ReadSingle();
m_BindPoses_Packed.m_Data = new byte[a_Stream.ReadInt32()]; m_BindPoses_Packed.m_Data = new byte[a_Stream.ReadInt32()];
@@ -852,10 +912,32 @@ namespace Unity_Studio
a_Stream.AlignStream(4); a_Stream.AlignStream(4);
m_BindPoses_Packed.m_BitSize = a_Stream.ReadByte(); m_BindPoses_Packed.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment a_Stream.Position += 3; //4 byte alignment
if (m_BindPoses_Packed.m_NumItems > 0 && (bool)Properties.Settings.Default["exportDeformers"])
{
uint[] m_BindPoses_Unpacked = UnpackBitVector(m_BindPoses_Packed);
int bitmax = 0;//used to convert int value to float
for (int b = 0; b < m_BindPoses_Packed.m_BitSize; b++) { bitmax |= (1 << b); }
m_BindPose = new float[m_BindPoses_Packed.m_NumItems / 16][,];
for (int i = 0; i < m_BindPose.Length; i++)
{
m_BindPose[i] = new float[4, 4];
for (int j = 0; j < 4; j++)
{
for (int k = 0; k < 4; k++)
{
m_BindPose[i][j,k] = (float)((double)m_BindPoses_Unpacked[i * 16 + j * 4 + k] / bitmax) * m_BindPoses_Packed.m_Range + m_BindPoses_Packed.m_Start;
}
}
}
}
} }
#endregion
PackedBitVector m_Normals_Packed = new PackedBitVector(); PackedBitVector m_Normals_Packed = new PackedBitVector();
m_Normals_Packed.m_NumItems = a_Stream.ReadUInt32(); m_Normals_Packed.m_NumItems = a_Stream.ReadInt32();
m_Normals_Packed.m_Range = a_Stream.ReadSingle(); m_Normals_Packed.m_Range = a_Stream.ReadSingle();
m_Normals_Packed.m_Start = a_Stream.ReadSingle(); m_Normals_Packed.m_Start = a_Stream.ReadSingle();
m_Normals_Packed.m_Data = new byte[a_Stream.ReadInt32()]; m_Normals_Packed.m_Data = new byte[a_Stream.ReadInt32()];
@@ -865,7 +947,7 @@ namespace Unity_Studio
a_Stream.Position += 3; //4 byte alignment a_Stream.Position += 3; //4 byte alignment
PackedBitVector m_Tangents_Packed = new PackedBitVector(); PackedBitVector m_Tangents_Packed = new PackedBitVector();
m_Tangents_Packed.m_NumItems = a_Stream.ReadUInt32(); m_Tangents_Packed.m_NumItems = a_Stream.ReadInt32();
m_Tangents_Packed.m_Range = a_Stream.ReadSingle(); m_Tangents_Packed.m_Range = a_Stream.ReadSingle();
m_Tangents_Packed.m_Start = a_Stream.ReadSingle(); m_Tangents_Packed.m_Start = a_Stream.ReadSingle();
m_Tangents_Packed.m_Data = new byte[a_Stream.ReadInt32()]; m_Tangents_Packed.m_Data = new byte[a_Stream.ReadInt32()];
@@ -874,23 +956,24 @@ namespace Unity_Studio
m_Tangents_Packed.m_BitSize = a_Stream.ReadByte(); m_Tangents_Packed.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment a_Stream.Position += 3; //4 byte alignment
PackedBitVector m_Weights_Packed = new PackedBitVector(); PackedBitVector m_Weights = new PackedBitVector();
m_Weights_Packed.m_NumItems = a_Stream.ReadUInt32(); m_Weights.m_NumItems = a_Stream.ReadInt32();
m_Weights_Packed.m_Data = new byte[a_Stream.ReadInt32()]; m_Weights.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_Weights_Packed.m_Data, 0, m_Weights_Packed.m_Data.Length); a_Stream.Read(m_Weights.m_Data, 0, m_Weights.m_Data.Length);
a_Stream.AlignStream(4); a_Stream.AlignStream(4);
m_Weights_Packed.m_BitSize = a_Stream.ReadByte(); m_Weights.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment a_Stream.Position += 3; //4 byte alignment
#region m_Normals
PackedBitVector m_NormalSigns_packed = new PackedBitVector(); PackedBitVector m_NormalSigns_packed = new PackedBitVector();
m_NormalSigns_packed.m_NumItems = a_Stream.ReadUInt32(); m_NormalSigns_packed.m_NumItems = a_Stream.ReadInt32();
m_NormalSigns_packed.m_Data = new byte[a_Stream.ReadInt32()]; m_NormalSigns_packed.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_NormalSigns_packed.m_Data, 0, m_NormalSigns_packed.m_Data.Length); a_Stream.Read(m_NormalSigns_packed.m_Data, 0, m_NormalSigns_packed.m_Data.Length);
a_Stream.AlignStream(4); a_Stream.AlignStream(4);
m_NormalSigns_packed.m_BitSize = a_Stream.ReadByte(); m_NormalSigns_packed.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment a_Stream.Position += 3; //4 byte alignment
if (m_Normals_Packed.m_NumItems > 0) if (m_Normals_Packed.m_NumItems > 0 && (bool)Properties.Settings.Default["exportNormals"])
{ {
uint[] m_Normals_Unpacked = UnpackBitVector(m_Normals_Packed); uint[] m_Normals_Unpacked = UnpackBitVector(m_Normals_Packed);
uint[] m_NormalSigns = UnpackBitVector(m_NormalSigns_packed); uint[] m_NormalSigns = UnpackBitVector(m_NormalSigns_packed);
@@ -905,19 +988,39 @@ namespace Unity_Studio
if (m_NormalSigns[v] == 0) { m_Normals[v * 3 + 2] *= -1; } if (m_NormalSigns[v] == 0) { m_Normals[v * 3 + 2] *= -1; }
} }
} }
#endregion
PackedBitVector m_TangentSigns = new PackedBitVector(); #region m_Tangents
m_TangentSigns.m_NumItems = a_Stream.ReadUInt32(); PackedBitVector m_TangentSigns_packed = new PackedBitVector();
m_TangentSigns.m_Data = new byte[a_Stream.ReadInt32()]; m_TangentSigns_packed.m_NumItems = a_Stream.ReadInt32();
a_Stream.Read(m_TangentSigns.m_Data, 0, m_TangentSigns.m_Data.Length); m_TangentSigns_packed.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_TangentSigns_packed.m_Data, 0, m_TangentSigns_packed.m_Data.Length);
a_Stream.AlignStream(4); a_Stream.AlignStream(4);
m_TangentSigns.m_BitSize = a_Stream.ReadByte(); m_TangentSigns_packed.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment a_Stream.Position += 3; //4 byte alignment
if (m_Tangents_Packed.m_NumItems > 0 && (bool)Properties.Settings.Default["exportTangents"])
{
uint[] m_Tangents_Unpacked = UnpackBitVector(m_Tangents_Packed);
uint[] m_TangentSigns = UnpackBitVector(m_TangentSigns_packed);
int bitmax = 0;
for (int b = 0; b < m_Tangents_Packed.m_BitSize; b++) { bitmax |= (1 << b); }
m_Tangents = new float[m_Tangents_Packed.m_NumItems / 2 * 3];
for (int v = 0; v < m_Tangents_Packed.m_NumItems / 2; v++)
{
m_Tangents[v * 3] = (float)((double)m_Tangents_Unpacked[v * 2] / bitmax) * m_Tangents_Packed.m_Range + m_Tangents_Packed.m_Start;
m_Tangents[v * 3 + 1] = (float)((double)m_Tangents_Unpacked[v * 2 + 1] / bitmax) * m_Tangents_Packed.m_Range + m_Tangents_Packed.m_Start;
m_Tangents[v * 3 + 2] = (float)Math.Sqrt(1 - m_Tangents[v * 3] * m_Tangents[v * 3] - m_Tangents[v * 3 + 1] * m_Tangents[v * 3 + 1]);
if (m_TangentSigns[v] == 0) { m_Tangents[v * 3 + 2] *= -1; }
}
}
#endregion
#region m_FloatColors
if (version[0] >= 5) if (version[0] >= 5)
{ {
PackedBitVector m_FloatColors = new PackedBitVector(); PackedBitVector m_FloatColors = new PackedBitVector();
m_FloatColors.m_NumItems = a_Stream.ReadUInt32(); m_FloatColors.m_NumItems = a_Stream.ReadInt32();
m_FloatColors.m_Range = a_Stream.ReadSingle(); m_FloatColors.m_Range = a_Stream.ReadSingle();
m_FloatColors.m_Start = a_Stream.ReadSingle(); m_FloatColors.m_Start = a_Stream.ReadSingle();
m_FloatColors.m_Data = new byte[a_Stream.ReadInt32()]; m_FloatColors.m_Data = new byte[a_Stream.ReadInt32()];
@@ -926,7 +1029,7 @@ namespace Unity_Studio
m_FloatColors.m_BitSize = a_Stream.ReadByte(); m_FloatColors.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment a_Stream.Position += 3; //4 byte alignment
if (m_FloatColors.m_NumItems > 0) if (m_FloatColors.m_NumItems > 0 && (bool)Properties.Settings.Default["exportColors"])
{ {
uint[] m_FloatColors_Unpacked = UnpackBitVector(m_FloatColors); uint[] m_FloatColors_Unpacked = UnpackBitVector(m_FloatColors);
int bitmax = 0; int bitmax = 0;
@@ -940,17 +1043,41 @@ namespace Unity_Studio
} }
} }
} }
#endregion
#region m_Skin
PackedBitVector m_BoneIndices = new PackedBitVector(); PackedBitVector m_BoneIndices = new PackedBitVector();
m_BoneIndices.m_NumItems = a_Stream.ReadUInt32(); m_BoneIndices.m_NumItems = a_Stream.ReadInt32();
m_BoneIndices.m_Data = new byte[a_Stream.ReadInt32()]; m_BoneIndices.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_BoneIndices.m_Data, 0, m_BoneIndices.m_Data.Length); a_Stream.Read(m_BoneIndices.m_Data, 0, m_BoneIndices.m_Data.Length);
a_Stream.AlignStream(4); a_Stream.AlignStream(4);
m_BoneIndices.m_BitSize = a_Stream.ReadByte(); m_BoneIndices.m_BitSize = a_Stream.ReadByte();
a_Stream.Position += 3; //4 byte alignment a_Stream.Position += 3; //4 byte alignment
//how the hell does this work??
if (m_BoneIndices.m_NumItems > 0 && m_BoneIndices.m_NumItems == m_Weights.m_NumItems && (bool)Properties.Settings.Default["exportDeformers"])
{
uint[] m_Weights_Unpacked = UnpackBitVector(m_Weights);
int bitmax = 0;
for (int b = 0; b < m_Weights.m_BitSize; b++) { bitmax |= (1 << b); }
uint[] m_BoneIndices_Unpacked = UnpackBitVector(m_BoneIndices);
m_Skin = new List<BoneInfluence>[m_BoneIndices.m_NumItems / 4];
for (int s = 0; s < m_Skin.Length; s++)
{
m_Skin[s] = new List<BoneInfluence>();
for (int i = 0; i < 4; i++)
{
m_Skin[s].Add(new BoneInfluence() { weight = (float)((double)m_Weights_Unpacked[s * 4 + i] / bitmax),
boneIndex = (int)m_BoneIndices_Unpacked[s * 4 + i] });
}
}
}
#endregion
PackedBitVector m_Triangles = new PackedBitVector(); PackedBitVector m_Triangles = new PackedBitVector();
m_Triangles.m_NumItems = a_Stream.ReadUInt32(); m_Triangles.m_NumItems = a_Stream.ReadInt32();
m_Triangles.m_Data = new byte[a_Stream.ReadInt32()]; m_Triangles.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_Triangles.m_Data, 0, m_Triangles.m_Data.Length); a_Stream.Read(m_Triangles.m_Data, 0, m_Triangles.m_Data.Length);
a_Stream.AlignStream(4); a_Stream.AlignStream(4);
@@ -980,7 +1107,7 @@ namespace Unity_Studio
if (version[0] < 5) if (version[0] < 5)
{ {
PackedBitVector m_Colors_Packed = new PackedBitVector(); PackedBitVector m_Colors_Packed = new PackedBitVector();
m_Colors_Packed.m_NumItems = a_Stream.ReadUInt32(); m_Colors_Packed.m_NumItems = a_Stream.ReadInt32();
m_Colors_Packed.m_Data = new byte[a_Stream.ReadInt32()]; m_Colors_Packed.m_Data = new byte[a_Stream.ReadInt32()];
a_Stream.Read(m_Colors_Packed.m_Data, 0, m_Colors_Packed.m_Data.Length); a_Stream.Read(m_Colors_Packed.m_Data, 0, m_Colors_Packed.m_Data.Length);
a_Stream.AlignStream(4); a_Stream.AlignStream(4);
@@ -1011,6 +1138,7 @@ namespace Unity_Studio
} }
} }
} }
else { uint m_UVInfo = a_Stream.ReadUInt32(); }
a_Stream.Position += 24; //Axis-Aligned Bounding Box a_Stream.Position += 24; //Axis-Aligned Bounding Box
} }

View File

@@ -15,6 +15,7 @@ namespace Unity_Studio
public ushort m_LightmapIndexDynamic; public ushort m_LightmapIndexDynamic;
public PPtr[] m_Materials; public PPtr[] m_Materials;
public PPtr m_Mesh; public PPtr m_Mesh;
public PPtr[] m_Bones;
public SkinnedMeshRenderer(AssetPreloadData preloadData) public SkinnedMeshRenderer(AssetPreloadData preloadData)
{ {
@@ -98,28 +99,38 @@ namespace Unity_Studio
m_Mesh = sourceFile.ReadPPtr(); m_Mesh = sourceFile.ReadPPtr();
/*int m_Bones_size = a_Stream.ReadInt32(); m_Bones = new PPtr[a_Stream.ReadInt32()];
for (int b = 0; b < m_Bones_size; b++) for (int b = 0; b < m_Bones.Length; b++)
{ {
PPtr aBone = sourceFile.ReadPPtr(); m_Bones[b] = sourceFile.ReadPPtr();
} }
if (version[0] < 3) if (version[0] < 3)
{ {
int m_BindPose_size = a_Stream.ReadInt32(); int m_BindPose = a_Stream.ReadInt32();
a_Stream.Position += m_BindPose_size * 16 * 4;//Matrix4x4f a_Stream.Position += m_BindPose * 16 * 4;//Matrix4x4f
} }
else if (version[0] >= 3 && version[1] >= 4) else
{ {
if (version[1] >= 5) if (version[0] >= 4 || (version[0] == 4 && version[1] >= 3))
{
int m_BlendShapeWeights = a_Stream.ReadInt32();
a_Stream.Position += m_BlendShapeWeights * 4; //floats
}
if (version[0] >= 4 || (version[0] >= 3 && version[1] >= 5))
{ {
PPtr m_RootBone = sourceFile.ReadPPtr(); PPtr m_RootBone = sourceFile.ReadPPtr();
} }
//AABB
float[] m_Center = new float[] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() }; if (version[0] >= 4 || (version[0] == 3 && version[1] >= 4))
float[] m_Extent = new float[] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() }; {
bool m_DirtyAABB = a_Stream.ReadBoolean(); //AABB
}*/ float[] m_Center = new float[] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() };
float[] m_Extent = new float[] { a_Stream.ReadSingle(), a_Stream.ReadSingle(), a_Stream.ReadSingle() };
bool m_DirtyAABB = a_Stream.ReadBoolean();
}
}
} }
} }
} }

View File

@@ -50,7 +50,7 @@
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
</PropertyGroup> </PropertyGroup>
<PropertyGroup> <PropertyGroup>
<ApplicationIcon>unity.ico</ApplicationIcon> <ApplicationIcon>Resources\unity.ico</ApplicationIcon>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<Reference Include="System" /> <Reference Include="System" />
@@ -128,57 +128,52 @@
<DependentUpon>AboutBox.cs</DependentUpon> <DependentUpon>AboutBox.cs</DependentUpon>
</Compile> </Compile>
<Compile Include="AssetPreloadData.cs" /> <Compile Include="AssetPreloadData.cs" />
<Compile Include="AudioClip.cs" /> <Compile Include="Unity Classes\AudioClip.cs" />
<Compile Include="BuildSettings.cs" /> <Compile Include="Unity Classes\BuildSettings.cs" />
<Compile Include="BundleFile.cs" /> <Compile Include="BundleFile.cs" />
<Compile Include="ClassIDReference.cs" /> <Compile Include="ClassIDReference.cs" />
<Compile Include="EndianStream.cs" /> <Compile Include="EndianStream.cs" />
<Compile Include="FBXExport.cs"> <Compile Include="ExportOptions.cs">
<SubType>Form</SubType> <SubType>Form</SubType>
</Compile> </Compile>
<Compile Include="FBXExport.Designer.cs"> <Compile Include="ExportOptions.Designer.cs">
<DependentUpon>FBXExport.cs</DependentUpon> <DependentUpon>ExportOptions.cs</DependentUpon>
</Compile> </Compile>
<Compile Include="Font.cs" /> <Compile Include="FMOD Studio API\fmod.cs" />
<Compile Include="FMOD Studio API\fmod_dsp.cs" />
<Compile Include="FMOD Studio API\fmod_errors.cs" />
<Compile Include="Unity Classes\Font.cs" />
<Compile Include="GOHierarchy.cs"> <Compile Include="GOHierarchy.cs">
<SubType>Component</SubType> <SubType>Component</SubType>
</Compile> </Compile>
<Compile Include="Lz4DecoderStream.cs" /> <Compile Include="Lz4DecoderStream.cs" />
<Compile Include="Material.cs" /> <Compile Include="Unity Classes\Material.cs" />
<Compile Include="Mesh.cs" /> <Compile Include="Unity Classes\Mesh.cs" />
<Compile Include="FMOD\fmod.cs" /> <Compile Include="Unity Classes\GameObject.cs" />
<Compile Include="FMOD\fmod_dsp.cs" />
<Compile Include="FMOD\fmod_errors.cs" />
<Compile Include="FMOD\fmod_memoryinfo.cs" />
<Compile Include="GameObject.cs" />
<Compile Include="helpers.cs" /> <Compile Include="helpers.cs" />
<Compile Include="PlayerSettings.cs" /> <Compile Include="Unity Classes\PlayerSettings.cs" />
<Compile Include="RectTransform.cs" /> <Compile Include="Unity Classes\RectTransform.cs" />
<Compile Include="Renderer.cs" /> <Compile Include="Unity Classes\Renderer.cs" />
<Compile Include="SkinnedMeshRenderer.cs" /> <Compile Include="Unity Classes\SkinnedMeshRenderer.cs" />
<Compile Include="MeshFilter.cs" /> <Compile Include="Unity Classes\MeshFilter.cs" />
<Compile Include="TextAsset.cs" /> <Compile Include="Unity Classes\TextAsset.cs" />
<Compile Include="Texture2D.cs" /> <Compile Include="Unity Classes\Texture2D.cs" />
<Compile Include="Transform.cs" /> <Compile Include="Unity Classes\Transform.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="AssetsFile.cs" />
<Compile Include="UnityStudioForm.cs"> <Compile Include="UnityStudioForm.cs">
<SubType>Form</SubType> <SubType>Form</SubType>
</Compile> </Compile>
<Compile Include="UnityStudioForm.Designer.cs"> <Compile Include="UnityStudioForm.Designer.cs">
<DependentUpon>UnityStudioForm.cs</DependentUpon> <DependentUpon>UnityStudioForm.cs</DependentUpon>
</Compile> </Compile>
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="AssetsFile.cs" />
<EmbeddedResource Include="AboutBox.resx"> <EmbeddedResource Include="AboutBox.resx">
<DependentUpon>AboutBox.cs</DependentUpon> <DependentUpon>AboutBox.cs</DependentUpon>
<SubType>Designer</SubType> <SubType>Designer</SubType>
</EmbeddedResource> </EmbeddedResource>
<EmbeddedResource Include="FBXExport.resx"> <EmbeddedResource Include="ExportOptions.resx">
<DependentUpon>FBXExport.cs</DependentUpon> <DependentUpon>ExportOptions.cs</DependentUpon>
</EmbeddedResource>
<EmbeddedResource Include="UnityStudioForm.resx">
<DependentUpon>UnityStudioForm.cs</DependentUpon>
<SubType>Designer</SubType>
</EmbeddedResource> </EmbeddedResource>
<EmbeddedResource Include="Properties\Resources.resx"> <EmbeddedResource Include="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator> <Generator>ResXFileCodeGenerator</Generator>
@@ -190,6 +185,10 @@
<DependentUpon>Resources.resx</DependentUpon> <DependentUpon>Resources.resx</DependentUpon>
<DesignTime>True</DesignTime> <DesignTime>True</DesignTime>
</Compile> </Compile>
<EmbeddedResource Include="UnityStudioForm.resx">
<DependentUpon>UnityStudioForm.cs</DependentUpon>
<SubType>Designer</SubType>
</EmbeddedResource>
<None Include="app.config" /> <None Include="app.config" />
<None Include="Properties\Settings.settings"> <None Include="Properties\Settings.settings">
<Generator>SettingsSingleFileGenerator</Generator> <Generator>SettingsSingleFileGenerator</Generator>
@@ -220,8 +219,15 @@
</BootstrapperPackage> </BootstrapperPackage>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Content Include="unity.ico" /> <Content Include="7zip\7z.dll">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="FMOD Studio API\fmod.dll">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Resources\unity.ico" />
</ItemGroup> </ItemGroup>
<ItemGroup />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it. <!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets. Other similar extension points exist, see Microsoft.Common.targets.

View File

@@ -62,7 +62,6 @@
this.splitContainer1 = new System.Windows.Forms.SplitContainer(); this.splitContainer1 = new System.Windows.Forms.SplitContainer();
this.tabControl1 = new System.Windows.Forms.TabControl(); this.tabControl1 = new System.Windows.Forms.TabControl();
this.tabPage1 = new System.Windows.Forms.TabPage(); this.tabPage1 = new System.Windows.Forms.TabPage();
this.sceneTreeView = new Unity_Studio.GOHierarchy();
this.treeSearch = new System.Windows.Forms.TextBox(); this.treeSearch = new System.Windows.Forms.TextBox();
this.tabPage2 = new System.Windows.Forms.TabPage(); this.tabPage2 = new System.Windows.Forms.TabPage();
this.assetListView = new System.Windows.Forms.ListView(); this.assetListView = new System.Windows.Forms.ListView();
@@ -75,6 +74,7 @@
this.previewPanel = new System.Windows.Forms.Panel(); this.previewPanel = new System.Windows.Forms.Panel();
this.assetInfoLabel = new System.Windows.Forms.Label(); this.assetInfoLabel = new System.Windows.Forms.Label();
this.FMODpanel = new System.Windows.Forms.Panel(); this.FMODpanel = new System.Windows.Forms.Panel();
this.FMODcopyright = new System.Windows.Forms.Label();
this.FMODinfoLabel = new System.Windows.Forms.Label(); this.FMODinfoLabel = new System.Windows.Forms.Label();
this.FMODtimerLabel = new System.Windows.Forms.Label(); this.FMODtimerLabel = new System.Windows.Forms.Label();
this.FMODstatusLabel = new System.Windows.Forms.Label(); this.FMODstatusLabel = new System.Windows.Forms.Label();
@@ -100,7 +100,7 @@
this.saveFileDialog1 = new System.Windows.Forms.SaveFileDialog(); this.saveFileDialog1 = new System.Windows.Forms.SaveFileDialog();
this.saveFolderDialog1 = new System.Windows.Forms.SaveFileDialog(); this.saveFolderDialog1 = new System.Windows.Forms.SaveFileDialog();
this.treeTip = new System.Windows.Forms.ToolTip(this.components); this.treeTip = new System.Windows.Forms.ToolTip(this.components);
this.FMODcopyright = new System.Windows.Forms.Label(); this.sceneTreeView = new Unity_Studio.GOHierarchy();
this.menuStrip1.SuspendLayout(); this.menuStrip1.SuspendLayout();
((System.ComponentModel.ISupportInitialize)(this.splitContainer1)).BeginInit(); ((System.ComponentModel.ISupportInitialize)(this.splitContainer1)).BeginInit();
this.splitContainer1.Panel1.SuspendLayout(); this.splitContainer1.Panel1.SuspendLayout();
@@ -391,8 +391,6 @@
this.splitContainer1.SplitterDistance = 420; this.splitContainer1.SplitterDistance = 420;
this.splitContainer1.TabIndex = 2; this.splitContainer1.TabIndex = 2;
this.splitContainer1.TabStop = false; this.splitContainer1.TabStop = false;
this.splitContainer1.SplitterMoved += new System.Windows.Forms.SplitterEventHandler(this.splitContainer1_SplitterMoved);
this.splitContainer1.Resize += new System.EventHandler(this.splitContainer1_Resize);
// //
// tabControl1 // tabControl1
// //
@@ -419,17 +417,6 @@
this.tabPage1.Text = "Scene Hierarchy"; this.tabPage1.Text = "Scene Hierarchy";
this.tabPage1.UseVisualStyleBackColor = true; this.tabPage1.UseVisualStyleBackColor = true;
// //
// sceneTreeView
//
this.sceneTreeView.CheckBoxes = true;
this.sceneTreeView.Dock = System.Windows.Forms.DockStyle.Fill;
this.sceneTreeView.HideSelection = false;
this.sceneTreeView.Location = new System.Drawing.Point(0, 20);
this.sceneTreeView.Name = "sceneTreeView";
this.sceneTreeView.Size = new System.Drawing.Size(410, 588);
this.sceneTreeView.TabIndex = 1;
this.sceneTreeView.AfterCheck += new System.Windows.Forms.TreeViewEventHandler(this.sceneTreeView_AfterCheck);
//
// treeSearch // treeSearch
// //
this.treeSearch.Dock = System.Windows.Forms.DockStyle.Top; this.treeSearch.Dock = System.Windows.Forms.DockStyle.Top;
@@ -455,6 +442,7 @@
this.tabPage2.TabIndex = 1; this.tabPage2.TabIndex = 1;
this.tabPage2.Text = "Asset List"; this.tabPage2.Text = "Asset List";
this.tabPage2.UseVisualStyleBackColor = true; this.tabPage2.UseVisualStyleBackColor = true;
this.tabPage2.Resize += new System.EventHandler(this.tabPage2_Resize);
// //
// assetListView // assetListView
// //
@@ -491,6 +479,7 @@
// columnHeaderSize // columnHeaderSize
// //
this.columnHeaderSize.Text = "Size"; this.columnHeaderSize.Text = "Size";
this.columnHeaderSize.Width = 23;
// //
// listSearch // listSearch
// //
@@ -569,6 +558,16 @@
this.FMODpanel.TabIndex = 2; this.FMODpanel.TabIndex = 2;
this.FMODpanel.Visible = false; this.FMODpanel.Visible = false;
// //
// FMODcopyright
//
this.FMODcopyright.AutoSize = true;
this.FMODcopyright.ForeColor = System.Drawing.SystemColors.ControlLight;
this.FMODcopyright.Location = new System.Drawing.Point(117, 187);
this.FMODcopyright.Name = "FMODcopyright";
this.FMODcopyright.Size = new System.Drawing.Size(283, 13);
this.FMODcopyright.TabIndex = 9;
this.FMODcopyright.Text = "Audio Engine supplied by FMOD by Firelight Technologies.";
//
// FMODinfoLabel // FMODinfoLabel
// //
this.FMODinfoLabel.ForeColor = System.Drawing.SystemColors.ControlLightLight; this.FMODinfoLabel.ForeColor = System.Drawing.SystemColors.ControlLightLight;
@@ -803,15 +802,16 @@
this.saveFolderDialog1.RestoreDirectory = true; this.saveFolderDialog1.RestoreDirectory = true;
this.saveFolderDialog1.Title = "Browse for folder"; this.saveFolderDialog1.Title = "Browse for folder";
// //
// FMODcopyright // sceneTreeView
// //
this.FMODcopyright.AutoSize = true; this.sceneTreeView.CheckBoxes = true;
this.FMODcopyright.ForeColor = System.Drawing.SystemColors.ControlLight; this.sceneTreeView.Dock = System.Windows.Forms.DockStyle.Fill;
this.FMODcopyright.Location = new System.Drawing.Point(117, 187); this.sceneTreeView.HideSelection = false;
this.FMODcopyright.Name = "FMODcopyright"; this.sceneTreeView.Location = new System.Drawing.Point(0, 20);
this.FMODcopyright.Size = new System.Drawing.Size(283, 13); this.sceneTreeView.Name = "sceneTreeView";
this.FMODcopyright.TabIndex = 9; this.sceneTreeView.Size = new System.Drawing.Size(410, 588);
this.FMODcopyright.Text = "Audio Engine supplied by FMOD by Firelight Technologies."; this.sceneTreeView.TabIndex = 1;
this.sceneTreeView.AfterCheck += new System.Windows.Forms.TreeViewEventHandler(this.sceneTreeView_AfterCheck);
// //
// UnityStudioForm // UnityStudioForm
// //

File diff suppressed because it is too large Load Diff

View File

@@ -43,6 +43,12 @@
<setting name="showExpOpt" serializeAs="String"> <setting name="showExpOpt" serializeAs="String">
<value>False</value> <value>False</value>
</setting> </setting>
<setting name="exportDeformers" serializeAs="String">
<value>True</value>
</setting>
<setting name="convertDummies" serializeAs="String">
<value>True</value>
</setting>
</Unity_Studio.Properties.Settings> </Unity_Studio.Properties.Settings>
</userSettings> </userSettings>
<startup><supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.0"/></startup></configuration> <startup><supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.0"/></startup></configuration>