AssetRipper

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Features • Getting Started • Premium Edition • Donations • Contributing

AssetRipper is a powerful tool for loading and converting Unity engine assets. It can process:

  • Serialized files (*CAB-*, *.assets, *.sharedAssets, etc.)
  • Asset bundles (*.unity3d, *.bundle, etc.)

The loaded assets are converted into:

  • The native Unity engine format for easy use in Unity Editor.
  • Standard formats that traditional software, like Blender, can read.

AssetRipper supports Unity versions from 3.5.0 to 6000.2.X. However, support quality may vary slightly for different Unity versions.

Getting Started

  1. Download the latest release from the Downloads page.
  2. Extract the downloaded archive.
  3. Run AssetRipper executable.
  4. Change the settings to your preference.
  5. Open your Unity game folder or asset files.
  6. Wait for the extraction and conversion process to complete.
  7. Access your extracted assets in the output folder.

There is also a community guide for Mac users.

Premium Edition

Patreon supporters at the Premium tier or higher receive access to the premium edition of AssetRipper. This edition includes additional features and improvements.

Donations

Your support helps maintain and improve AssetRipper. If you find this tool useful, please consider donating:

  • GitHub Sponsors
  • Patreon
  • PayPal

Patreon donors receive special roles on our Discord server.

Contributing

We welcome contributions from the community! Whether it's bug reports, feature requests, or code contributions, please feel free to get involved.

Legal Disclaimers

  • AssetRipper is licensed under the GNU General Public License v3.0.
  • Using or distributing output from this software may be subject to copyright laws in your jurisdiction.
  • AssetRipper is not sponsored by or affiliated with Unity Technologies or its affiliates.
  • "Unity" is a trademark or registered trademark of Unity Technologies or its affiliates in the U.S. and elsewhere.

For a full list of attributions, please see our Credits page.

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