## AssetStudioModCLI CLI version of AssetStudioMod. - Supported asset types for export: `Texture2D`, `Texture2DArray`, `Sprite`, `TextAsset`, `MonoBehaviour`, `Font`, `Shader`, `MovieTexture`, `AudioClip`, `VideoClip`, `Mesh`, `Animator`. ### Usage ``` AssetStudioModCLI [-m, --mode ] [-t, --asset-type ] [-g, --group-option ] [-f, --filename-format ] [-o, --output ] [-r, --overwrite-existing] [-h, --help] [--log-level ] [--log-output ] [--image-format ] [--audio-format ] [--l2d-group-option ] [--l2d-motion-mode ] [--l2d-search-by-filename] [--l2d-force-bezier] [--fbx-scale-factor ] [--fbx-bone-size ] [--fbx-animation] [--fbx-uvs-as-diffuse] [--filter-by-name ] [--filter-by-container ] [--filter-by-pathid ] [--filter-by-text ] [--filter-with-regex] [--blockinfo-comp ] [--block-comp ] [--max-export-tasks ] [--export-asset-list ] [--assembly-folder ] [--unity-version ] [--decompress-to-disk] [--not-restore-extension] [--ignore-typetree] [--load-all] General Options: -m, --mode Specify working mode Extract - Extract(Decompress) asset bundles Export - Convert and export assets ExportRaw - Export raw assets Dump - Generate json dumps of loaded asset Info - Load file(s) and show the number of available for export assets Live2D - Export Live2D Cubism models SplitObjects - Export all model objects (split) (fbx) Animator - Export Animator assets (fbx) Example: "-m info" -t, --asset-type Specify asset type(s) to export All - Export all asset types listed in the values *To specify multiple asset types, write them separated by ',' or ';' without spaces Examples: "-t sprite" or "-t tex2d,sprite,audio" or "-t tex2d;sprite;font" -g, --group-option Specify the way in which exported assets should be grouped None - Do not group exported assets Type - Group exported assets by type name Container - Group exported assets by container path ContainerFull - Group exported assets by full container path (e.g. with prefab name) SceneHierarchy - Group exported assets by their node path in scene hierarchy FileName - Group exported assets by source file name Example: "-g containerFull" -f, --filename-format Specify the file name format for exported assets AssetName - Asset file names will look like "assetName.extension" AssetName_pathID - Asset file names will look like "assetName @pathID.extension" PathID - Asset file names will look like "pathID.extension" Example: "-f assetName_pathID" -o, --output Specify path to the output folder If path isn't specified, 'ASExport' folder will be created in the program's work folder -r, --overwrite-existing (Flag) If specified, Studio will overwrite existing files during asset export/dump -h, --help Display help and exit Logger Options: --log-level Specify the log level Example: "--log-level warning" --log-output Specify the log output Example: "--log-output both" Convert Options: --image-format Specify the format for converting image assets None - Do not convert images and export them as texture data (.tex) Example: "--image-format jpg" --audio-format Specify the format for converting FMOD audio assets None - Do not convert FMOD audios and export them in their own format Example: "--audio-format wav" Live2D Options: --l2d-group-option Specify the way in which exported models should be grouped Container - Group exported models by container path FileName - Group exported models by source file name ModelName - Group exported models by model name Example: "--l2d-group-option modelName" --l2d-motion-mode Specify Live2D motion export mode MonoBehaviour - Try to export motions from MonoBehaviour Fade motions If no Fade motions are found, the AnimationClip method will be used AnimationClip - Try to export motions using AnimationClip assets Example: "--l2d-motion-mode animationClip" --l2d-search-by-filename (Flag) If specified, Studio will search for model-related Live2D assets by file name rather than by container (Preferred option if all l2d assets of a single model are stored in a single file or containers are obfuscated) --l2d-force-bezier (Flag) If specified, Linear motion segments will be calculated as Bezier segments (May help if the exported motions look jerky/not smooth enough) FBX Options: --fbx-scale-factor Specify the FBX Scale Factor Example: "--fbx-scale-factor 50" --fbx-bone-size Specify the FBX Bone Size Example: "--fbx-bone-size 10" --fbx-animation Specify the FBX animation export mode Auto - Search for model-related animations and export model with them Skip - Don't export animations All - Try to bind all loaded animations to each loaded model Example: "--fbx-animation skip" --fbx-uvs-as-diffuse (Flag) If specified, Studio will export all UVs as Diffuse maps. Can be useful if you cannot find some UVs after exporting (e.g. in Blender) (But can also cause some bugs with UVs) Filter Options: --filter-by-name Specify the name or regexp by which assets should be filtered *To specify multiple names write them separated by ',' or ';' without spaces Example: "--filter-by-name char" or "--filter-by-name char,bg" --filter-by-container Specify the container or regexp by which assets should be filtered *To specify multiple containers write them separated by ',' or ';' without spaces Example: "--filter-by-container arts" or "--filter-by-container arts,icons" --filter-by-pathid Specify the PathID by which assets should be filtered *To specify multiple PathIDs write them separated by ',' or ';' without spaces Example: "--filter-by-pathid 7238605633795851352,-2430306240205277265" --filter-by-text Specify the text or regexp by which assets should be filtered Looks for assets that contain the specified text in their names or containers *To specify multiple values write them separated by ',' or ';' without spaces Example: "--filter-by-text portrait" or "--filter-by-text portrait,art" --filter-with-regex (Flag) If specified, the filter options will handle the specified text as a regular expression (doesn't apply to --filter-by-pathid) Advanced Options: --blockinfo-comp Specify the compression type of bundle's blockInfo data Auto - Use compression type specified in an asset bundle Zstd - Try to decompress as zstd archive Oodle - Try to decompress as oodle archive Lz4 - Try to decompress as lz4/lz4hc archive Lzma - Try to decompress as lzma archive Example: "--blockinfo-comp lz4" --block-comp Specify the compression type of bundle's block data Auto - Use compression type specified in an asset bundle Zstd - Try to decompress as zstd archive Oodle - Try to decompress as oodle archive Lz4 - Try to decompress as lz4/lz4hc archive Lzma - Try to decompress as lzma archive Example: "--block-comp zstd" --max-export-tasks Specify the number of parallel tasks for asset export Max - Number of cores in your CPU Example: "--max-export-tasks 8" --export-asset-list Specify the format in which you want to export asset list None - Do not export asset list Example: "--export-asset-list xml" --assembly-folder Specify the path to the assembly folder --unity-version Specify Unity version Example: "--unity-version 2017.4.39f1" --decompress-to-disk (Flag) If not specified, only bundles larger than 2GB will be decompressed to disk instead of RAM --not-restore-extension (Flag) If specified, Studio will not try to use/restore original TextAsset extension, and will just export all TextAssets with the ".txt" extension --ignore-typetree (Flag) If specified, Studio will not try to parse assets at load time using their type tree --load-all (Flag) If specified, Studio will load assets of all types (Only for Dump, Info and ExportRaw modes) ```