Nov 15th, 2017
Never
$begingroup$ @DMGregory Well I've copied all the tutorial files into my tutorial/Assets/ folder. Now the project loads those files, but nothing is correct. The object he created is supposed to have a script attached, but it says Missing (Mono Script).When I run the project, I get all sorts of warnings like The referenced script on this Behaviour (Game Object 'World') is missing! Welcome to Unity Answers. The best place to ask and answer questions about development with Unity. Como hackear medidor de luz cfe. To help users navigate the site we have posted a site navigation guide. If you are a new user to Unity Answers, check out our FAQ for more information. Make sure to check out our Knowledge Base for commonly asked Unity questions. If you are a moderator, see our Moderator Guidelines page.
I am modding a game. This game accepts community content, like 'worlds'. I've made a mod to add movement to lights. Everything is OK in the editor, but when the world is packaged into an asset bundle (the editor.log says it targets editor:editor) and loaded into the game, all the serialized data, you know, everything the gameobject had configured in the script is lost. Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers. Invalid serialized file header. If the file contains a UTF-8 byte order mark (BOM), remove it before passing the bytes to the Utf8JsonReader, since the reader expects text. Otherwise, the BOM is considered invalid JSON, and the reader throws an exception. Here's a JSON sample that the preceding code can read.
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- (Filename: C:buildslaveunitybuildRuntime/Serialize/SerializedFile.cpp Line: 745)
- [ Failed ] 0.000939 seconds
- Invalid serialized file header. File: 'library/assetdatabase3'.
- (Filename: C:buildslaveunitybuildRuntime/Serialize/SerializedFile.cpp Line: 745)
- Invalid serialized file header. File: 'library/assetdatabase3'.
- (Filename: C:buildslaveunitybuildRuntime/Serialize/SerializedFile.cpp Line: 745)
- Audio: FMOD Profiler initialized on port 54900
- AssetDatabase consistency checks..Rebuilding GUID cache .. Rebuiling GUID cache: Deleting metadata library/metadata/00/00000000000000008000000000000000 because it is an invalid meta data file!
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1435)
- Rebuiling GUID cache: Deleting metadata library/metadata/00/00000000000000005100000000000000 because it is an invalid meta data file!
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1435)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/License.md because the asset doesn't exist anymore.
- MetaData path library/metadata/65/65d58d50c3db54f979b1ffae3777d74b
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/package.json because the asset doesn't exist anymore.
- MetaData path library/metadata/51/510d1d319d2754ea4a47c6dd8c421ea0
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/Editor/Resources/iOS/builds/UnityAds.framework/Headers/UADSMetaData.h because the asset doesn't exist anymore.
- MetaData path library/metadata/86/86c008322e7c647149878156c5b81940
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/Editor/UnityEditor.Purchasing.dll.mdb because the asset doesn't exist anymore.
- MetaData path library/metadata/9d/9de9e8523c82543c5b3e40a4b51aa2c9
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/Editor because the asset doesn't exist anymore.
- MetaData path library/metadata/f0/f0f8d67297461495185169157c24c66b
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/README.md because the asset doesn't exist anymore.
- MetaData path library/metadata/90/90791303b72ec4ae198f99d637dfdf6c
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected] because the asset doesn't exist anymore.
- MetaData path library/metadata/6f/6f4d39d3ea00b0c47b85ba428baa7281
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/Editor/Resources/iOS/builds/UnityAds.framework because the asset doesn't exist anymore.
- MetaData path library/metadata/ee/eeed6954b3c264ca0b28a92aa6289bf0
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/Editor/Resources/iOS/builds/UnityAds.framework/Headers/UnityAdsExtended.h because the asset doesn't exist anymore.
- MetaData path library/metadata/a6/a6842a74831964edc8fefa1c0aed89dc
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/package.json because the asset doesn't exist anymore.
- MetaData path library/metadata/44/44f39a74ca5ee4bf5936b17e901f251c
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/UnityEngine.Purchasing.dll.mdb because the asset doesn't exist anymore.
- MetaData path library/metadata/86/86c18994495874297b469aaa57ef9b44
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/UnityEngine.Analytics.dll because the asset doesn't exist anymore.
- MetaData path library/metadata/22/220224b43fc464c28bc0e8de8f54a432
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/Editor/Resources/Editor because the asset doesn't exist anymore.
- MetaData path library/metadata/99/99ddb49592ff84811804420a1910cb89
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/Editor/Resources/iOS/builds/UnityAds.framework/Info.plist because the asset doesn't exist anymore.
- MetaData path library/metadata/cc/cc1b50b5501f748da8bec762294d9136
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/Editor/Resources/Editor/landscape.jpg because the asset doesn't exist anymore.
- MetaData path library/metadata/10/10bf81265ad87424d946598c575f45a0
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/Editor/Resources/iOS/builds/UnityAds.framework/Modules/module.modulemap because the asset doesn't exist anymore.
- MetaData path library/metadata/c5/c5ba7626a737840ff88a3bd84b100482
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/UnityEngine.Purchasing.dll because the asset doesn't exist anymore.
- MetaData path library/metadata/b5/b5f4343795a0e4626ac1fe4a9e6fce59
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/Editor/UnityEditor.Analytics.dll because the asset doesn't exist anymore.
- MetaData path library/metadata/22/224ede67b4f3a4109bfec4d5cb161b05
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/UnityEngine.Advertisements.dll because the asset doesn't exist anymore.
- MetaData path library/metadata/ad/adab7787bd7d44c4a9d48b3aff189c47
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/Editor/Resources/iOS/builds because the asset doesn't exist anymore.
- MetaData path library/metadata/2d/2d4d46c70fdd242668a56e99799e8540
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/Editor/Resources/Android because the asset doesn't exist anymore.
- MetaData path library/metadata/48/48986928cc2a449dbaecdd1654bc9bf6
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
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- MetaData path library/metadata/2e/2eb2d0388ed974b3cba47458803bd275
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/Editor/Resources/iOS because the asset doesn't exist anymore.
- MetaData path library/metadata/4f/4f234578336894dc081edf696f2ff5f2
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/Editor because the asset doesn't exist anymore.
- MetaData path library/metadata/a3/a37e18887fa954edf92bc36bc353b879
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/Editor/UnityEditor.Purchasing.dll because the asset doesn't exist anymore.
- MetaData path library/metadata/f1/f1045c695c5bf4fb7b8509687bc60fc0
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/License.md because the asset doesn't exist anymore.
- MetaData path library/metadata/15/15be9c691b85a41a39c18bee2f87e21b
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/Editor/Resources/iOS/builds/UnityAds.framework/Headers/UADSJsonStorage.h because the asset doesn't exist anymore.
- MetaData path library/metadata/13/1322fd896bbb15bb6e335591b766ae62
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/Editor/Resources/iOS/builds/UnityAds.framework/Modules because the asset doesn't exist anymore.
- MetaData path library/metadata/3c/3cebe1a96232b44388b30b2f72dde434
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/Editor/Resources/iOS/builds/UnityAds.framework/UnityAds because the asset doesn't exist anymore.
- MetaData path library/metadata/d1/d1c1a2d988f5148fd9ab17b2460d271e
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/License.md because the asset doesn't exist anymore.
- MetaData path library/metadata/4c/4c6fe94acbb24417c988bab18cbd5209
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
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- MetaData path library/metadata/c4/c452c88a87f3d48ae945e7bcf1b4a6ba
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/Editor/UnityEditor.Analytics.dll.mdb because the asset doesn't exist anymore.
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- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/Editor/Resources/iOS/builds/UnityAds.framework/Headers/UnityAdsUnityDelegate.h because the asset doesn't exist anymore.
- MetaData path library/metadata/ce/ce4395ccdb12cf62fca756358be1a892
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- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/Editor/Resources/iOS/builds/UnityAds.framework/Headers/UADSInAppPurchaseMetaData.h because the asset doesn't exist anymore.
- MetaData path library/metadata/79/7927683d1fc5848b5abfb54ebb1028ec
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/Editor because the asset doesn't exist anymore.
- MetaData path library/metadata/d9/d929147d9f78c487397abb40f2c257b0
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- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/Editor/Resources/iOS/builds/UnityAds.framework/Headers/UADSMediationMetaData.h because the asset doesn't exist anymore.
- MetaData path library/metadata/b5/b52e557db2c2b4eebb10444f1d582029
- (Filename: C:buildslaveunitybuildModules/AssetDatabase/Editor/V1/AssetInterface.cpp Line: 1442)
- Rebuilding GUID cache: Deleting metadata Packages/[email protected]/UnityEngine.Analytics.dll.mdb because the asset doesn't exist anymore.
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Someone asked me if I could extract some images from a popular Chinese mobile game. I accepted the challenge, but things were far more complicated than I expected.
What I knew
- This game is Unity3D-based.
- Original assets were encrypted with known algorithm and key. DISCLAIMER: I will not tell you details about encryption.
![Invalid Serialized File Header Unity Invalid Serialized File Header Unity](https://images1.farms.com/ufe-images/files/dealers/41282/listingimages/201239-11.jpg)
The story began
I thought I could extract assets I needed with existing tools (e.g. Disunity) but I was proved wrong. Disunity has been refactored, and remaining work is still in progress (at least the moment I write this article). Since resource extraction has not been implemented at this moment, Disunity couldn’t be my choice.
Then I turned to a tool called Unity Assets Bundle Extractor. It did a great job extracting resources I needed graphically. However, acquiring thousands of texture assets from 2000+ isolated files is not an easy job. I tried the command line support but failed (maybe I was too stupid). Crack for srs audio sandbox serial key download.
Luckily this toolkit provides some API and documentation. Since it was compiled with Microsoft Visual C++ 2010, I was unable to use it directly(C++ ABI constantly changes with every MSVC release). And I was too lazy to write a C wrapper for P/Invoke. But these C++ header files point to a perfect solution – parse file and implement my own UnityFS parser/reader.
Special thank to the UABE project – without these generous header, I would not be able to implement my own parsing and compose this article.
UnityFS
UnityFS was a new asset bundle format introduced in Unity 5. I am not a Unity3D developer, and I absolutely didn’t know why Unity introduce a new bundle format. But anyway, let’s analyze it.
Things you need to know
- UnityFS is just bundle of several Unity assets. Each asset contains a collection of serialized Unity objects (e.g. 2D texture, text resources, scene objects, etc.).
- UnityFS follows a standard Unity file header structure. Let’s call it AssetsBundleHeader06
- You have to parse asset files in order to extract what you need. There’s bunch of documentation about this. Look into the old Disunity source code for some idea.
So the header goes like this. There’s a DWORD flags data that matters – it contains some critical information required for decompression and directory parsing. The rule goes like this:
- (Flags & 0x3F) is compression mode. 0 means no compression, 1 means LZMA and 2/3 means LZ4/LZ4HC.
- (Flags & 0x40) says whether the bundle has directory info.
- (Flags & 0x80) says whether the block and directory list is at the end of this bundle file.
Unity Serialized Field
C# provides a good BinaryReader that makes things a bit easy. But it can be improved for better Null-terminated String and Big Endian support. Be careful with endianness. Unity utilizes both Big Endian and Little Endian in a single file and personally I didn’t get this. For the sake of convenience, I extended the original BinaryReader for these support. Length of each data type matters – but that’s a basic stuff for CS students.
Compression
UnityFS uses optional block-based compression for streaming (you can read a specific bundle without downloading the whole file). Both LZMA and LZ4* (LZ4Hc, etc.) are supported. The Unity’s proprietary parser and Disunity respects this design. But I just wanted these bundle files, so I decided to read all blocks at once and decompress into a single memory stream.
Decompressed size should match what you get. If not, something must happened.
You can implement your own block-based reader – but my time budget didn’t allow me to do this.
There we go…block and file information!
Following a unknown 16 bytes block, there’s a Big-Endian UInt32 value represents block count in a single package. Each block information contains a Big-Endian UInt32 decompressed size, a Big-Endian UInt32 compressed size and a flag that we might not interested in.
Then a BE UInt32 value represents file count in a single package. Each file information contains file offset we need(BE UInt64), the decompressed size(BE UInt64), a BE UInt32 flag and a Null-Terminated string of file name.
Invalid Serialized File Header Unity Download
Parse your assets now
With sufficient information we retrieved, we were able to extract raw asset files from a UnityFS bundle. Then what you need is search the Internet for ideas of extracting objects(text resources, 2D texture, etc.) from Unity assets. Good luck on exploring!
Conclusion
Unity Serialized Reference
In this article, we discussed structure and parsing of UnityFS resource bundle file. For more information about UnityFS and Unity asset files, please research these projects I mentioned in this article.