The fixed single-recipe world structures (conveyors, e.g. 1 Raw Aurogen Crystal -> 10 Energy Rods) are a separate mechanic from workbench recipes. Document where they live and how to read them, with a reproducible extractor. - docs/PRODUCTION_LINES.md: the 'where to find it' record — ECS classes (ProductionLineRecipeComponent -> CraftingRecipe), the epb_assets_all game_conveyor_*_epb prefabs, EntityBlueprint/Odin serialization, the extraction path, and the open energy_grid_*/island-placement lead. - bundle/extract_production_lines.py: UnityPy + odin_read extractor -> extracted/production_lines.json (14 conveyor recipes). - BUNDLES.md: add production_lines.json to the data-source map.
23 KiB
SAND asset bundles
Unity addressable asset bundles for SAND (Unity 6000.0.40f1), shipped under Sand_Data/StreamingAssets/aa/StandaloneWindows64/. Reachable here via the bundles/ symlink (git-ignored). 35 bundles, ~6.8 GB total.
Each bundle embeds a serialized Unity .assets file. The Assets column below counts addressable entries (the bundle's m_Container map) — the named, loadable assets — not the raw sub-object count (a single prefab expands into many GameObject/Transform/Mesh objects).
Read the bundles in Python with bundle/extract_data.py / loot_probe.py (UnityPy + an IL2CPP typetree generator), or the minimal bundle/unitybundle.py UnityFS extractor.
Where the repo's extracted data comes from
extracted/ output |
Source bundle | Asset |
|---|---|---|
items_registry.json / item_definitions.json |
configuration |
CheatItemDefinitionsData.asset |
crafting_recipes.json |
craftingrecipes |
Recipes_* (workbench) |
production_lines.json |
epb |
game_conveyor_*_epb (world factories) — see docs/PRODUCTION_LINES.md |
loot_tables.json |
configuration |
conf_worldLootTables{Storm,Voyage}Config (Odin-binary) |
CompartmentsDatabase.json |
walkershared |
CompartmentsDatabase.json (TextAsset) |
epb_catalog.json |
epb |
*_epb.prefab |
i2_terms_en.json |
(not a bundle) | data.unity3d → I2 I2Languages |
| walker part icons | particons |
walker_comp*_icon.png |
All bundles
| Bundle | Size | Assets | Contents |
|---|---|---|---|
ai |
0.1 MB | 30 | AI configuration ScriptableObjects — sensor templates, attack profiles, blackboards, ironclad/turret behaviours (ai_*, beh_*, bb_*). |
animset |
17.2 MB | 33 | Per-item animation sets: AnimationClips plus item_*_animset configs for weapons and handheld items. |
biomes |
<0.1 MB | 14 | Biome definition assets (conf_*Biome) — danger / gameplay / obstacle / desert biomes and terrain features. |
clientconfiguration |
0.1 MB | 2 | Client-side config: voice-chat settings and a Rewired controller hardware map (DualSense). |
colliders |
37.3 MB | 1132 | Collision meshes (*_collider.fbx) for environment props, city buildings, and walker compartments. |
configuration |
114.7 MB | 18 | Core game-config ScriptableObjects + the main designed-environment prefab. Holds CheatItemDefinitionsData (the item registry), world configs, and the loot-tables configs. |
craftingrecipes |
<0.1 MB | 4 | Crafting recipe bundles — Recipes_Armament_Workbench_T1/T2, Recipes_Utility_Workbench_T1, and a test set. |
customizations |
95.9 MB | 34 | Player cosmetics — clothing/armor/skin prefabs with their skinned meshes and textures. |
debugcolliders |
<0.1 MB | 1 | A single debug box collider. Dev-only. |
debugviews |
<0.1 MB | 4 | Debug camera & dummy prefabs (FreeCamera, AttackDummy, spectator cams). Dev-only. |
defaultlocalgroup |
7.2 MB | 11 | Misc default addressables — map procedural texture, team decals, shared materials, a few debug prefabs. |
duplicateassetisolation |
1.3 GB | 997 | Build-generated dedup bundle: shared meshes/materials/textures/animations referenced by multiple other bundles. Not hand-authored. |
env_epb |
0.7 MB | 3279 | Environment entity-placement-blueprint prefabs (env_*_epb) — buildings, city props, dreadnought interiors. |
environmentsetup |
1.5 MB | 406 | Environment 'setup' prefabs that compose building/ship colour & shape variants (*_setup). |
epb |
1.3 MB | 1446 | Entity-placement-blueprint prefabs (*_epb) for items, walker parts, props, and world spawners/supervisors. |
equipment |
14.0 MB | 13 | First-person & world equipment item prefabs with meshes (medkit, multitool, map tool, binocular, …). |
geometry |
1.4 GB | 3167 | The bulk of environment building & prop visual meshes/prefabs — the world's art geometry. |
gpuinstancer |
0.7 MB | 21 | GPU Instancer Pro plugin assets — compute shaders, shaders, runtime resources. Third-party rendering tech. |
islandrosters |
0.3 MB | 10 | Location roster assets (locationRoster_*) — which POIs / contracts / forts / islands populate each world. |
islands |
61.9 MB | 40 | Island layout prefabs (island_*, fort & event locations). Massive object count — every placed entity per island. |
lootsets |
<0.1 MB | 97 | Per-source loot-set assets (islands, ships, rocks, living-sand, forts) — the drop sets attached to POIs. |
particons |
3.2 MB | 152 | Walker-editor part icons — a Texture2D+Sprite per compartment (walker_comp*_icon.png). |
pois |
9.6 MB | 55 | POI prefabs (poi_*) — wrecks, gunboats, rock groups, spawn / extraction points. |
sand_monoscripts |
<0.1 MB | 0 | 914 MonoScript stubs — script type references for the game's MonoBehaviours. No asset data; used to resolve typetrees. |
sand_unitybuiltinassets |
0.1 MB | 0 | Unity built-in textures / sprites / materials / shaders referenced by the game. |
scatterbrushes |
<0.1 MB | 54 | Procedural scatter-brush configs (scatter_*) — placement of rocks, naval mines, corals, bushes. |
scenes_scenes |
586.2 MB | 3 | Unity scenes — DefaultVisualEnvironment, MainMenuHangarDecorations, WalkerIngameEditor. |
terrainstamps |
199.2 MB | 37 | Terrain heightmap stamp textures (stamp_*.png/.tif) — mountains, dunes, cliffs, geometry shapes. |
ui |
110.3 MB | 217 | UI: HUD & menu prefabs (Canvas/RectTransform), sprites, and gamepad button icons (PS5/Xbox). |
vfx |
93.4 MB | 122 | Visual effects — particle-system prefabs for weapons, turret projectiles, trails, and impacts. |
views |
1.7 GB | 784 | 'View' prefabs — the in-world visual representation of environment props, weapons, projectiles, and items. Largest bundle. |
walker |
1.0 GB | 245 | Walker part prefabs — chassis, compartments, and modules/turrets with their meshes & materials. |
walkereditor |
7.9 MB | 8 | Walker-editor-specific prefabs & config (editor models, door/hatch views, WalkerEditorConfig). |
walkershared |
<0.1 MB | 2 | Two TextAssets: CompartmentsDatabase.json (the part database) and ProgressionTreeDescriptions.json. |
worldsetups |
<0.1 MB | 6 | World-setup configs (conf_worldSetup_*) — biome-test / animator / one-island / main / test world variants. |
Real filenames are
<name>_assets_all.bundle(scenes:scenes_scenes_all.bundle;sand_monoscripts.bundle/sand_unitybuiltinassets.bundlehave no_assets_all;duplicateassetisolationcarries a content hash suffix).
Per-bundle detail
For each bundle: dominant Unity object types and a few example addressable assets.
ai
AI configuration ScriptableObjects — sensor templates, attack profiles, blackboards, ironclad/turret behaviours (ai_*, beh_*, bb_*).
- Size / objects / addressable: 0.1 MB · 1781 objects · 30 addressable
- Top object types:
MonoBehaviour×1774,Transform×3,GameObject×3,AssetBundle×1 - Examples:
beh_ironclad_Tophelm.asset,ai_meleeAttackProfile.asset,ai_sensorTemplate_avatar.asset,bb_ironclad.asset,beh_turret_70mm.asset
animset
Per-item animation sets: AnimationClips plus item_*_animset configs for weapons and handheld items.
- Size / objects / addressable: 17.2 MB · 312 objects · 33 addressable
- Top object types:
AnimationClip×278,MonoBehaviour×33,AssetBundle×1 - Examples:
item_antiReactorGun_animset.asset,item_ficus_animset.asset,item_flareGun_animset.asset,item_repeater_animset.asset,item_barrel_animset.asset
biomes
Biome definition assets (conf_*Biome) — danger / gameplay / obstacle / desert biomes and terrain features.
- Size / objects / addressable: <0.1 MB · 15 objects · 14 addressable
- Top object types:
MonoBehaviour×14,AssetBundle×1 - Examples:
conf_mineFieldBiome.asset,conf_extractionBiome.asset,conf_megaCoralsTerrainFeature.asset,conf_saltPlainBiome.asset,conf_livingSandNestBiome.asset
clientconfiguration
Client-side config: voice-chat settings and a Rewired controller hardware map (DualSense).
- Size / objects / addressable: 0.1 MB · 3 objects · 2 addressable
- Top object types:
MonoBehaviour×2,AssetBundle×1 - Examples:
VoiceChatConfig.asset,SonyDualSense.asset
colliders
Collision meshes (*_collider.fbx) for environment props, city buildings, and walker compartments.
- Size / objects / addressable: 37.3 MB · 6931 objects · 1132 addressable
- Top object types:
Transform×1174,GameObject×1174,MeshRenderer×1151,Mesh×1151,MeshFilter×1151,MeshCollider×1107 - Examples:
prop_boxWood_collider.fbx,env_rockColumnMid5_collider.fbx,walker_compBalcony_InnerCorner_Open_1x1_collider.fbx,walker_compStructure_SupportTriangle_FrameRight_1x1_collider.fbx,walker_mountedTurretDamage2_tier4_collider.fbx
configuration
Core game-config ScriptableObjects + the main designed-environment prefab. Holds CheatItemDefinitionsData (the item registry), world configs, and the loot-tables configs.
- Size / objects / addressable: 114.7 MB · 237 objects · 18 addressable
- Top object types:
GameObject×32,Transform×32,Texture2D×31,Mesh×31,MonoBehaviour×29,MeshRenderer×22 - Examples:
CheatItemDefinitionsData.asset,conf_mainDesignedEnvironment.prefab,conf_desertRocksBiome.asset,conf_worldConf_test.asset,conf_worldConf_dev.asset
craftingrecipes
Crafting recipe bundles — Recipes_Armament_Workbench_T1/T2, Recipes_Utility_Workbench_T1, and a test set.
- Size / objects / addressable: <0.1 MB · 5 objects · 4 addressable
- Top object types:
MonoBehaviour×4,AssetBundle×1 - Examples:
Recipes_Armament_Workbench_T1.asset,TestRecipesBundle.asset,Recipes_Utility_Workbench_T1.asset,Recipes_Armament_Workbench_T2.asset
customizations
Player cosmetics — clothing/armor/skin prefabs with their skinned meshes and textures.
- Size / objects / addressable: 95.9 MB · 4199 objects · 34 addressable
- Top object types:
Transform×1764,GameObject×1764,SkinnedMeshRenderer×239,Mesh×171,Texture2D×97,Material×88 - Examples:
cloth_folk_legs_pants_prefab_v_Red.prefab,cloth_default_legs_pants_prefab.prefab,cloth_hat_02_prefab.prefab,cloth_armor02_torso_prefab.prefab,cloth_m_gucul_torso_jacketShirt_prefab.prefab
debugcolliders
A single debug box collider. Dev-only.
- Size / objects / addressable: <0.1 MB · 7 objects · 1 addressable
- Top object types:
MeshRenderer×1,GameObject×1,Transform×1,MeshCollider×1,AssetBundle×1,MeshFilter×1 - Examples:
box_collider.fbx
debugviews
Debug camera & dummy prefabs (FreeCamera, AttackDummy, spectator cams). Dev-only.
- Size / objects / addressable: <0.1 MB · 593 objects · 4 addressable
- Top object types:
Transform×258,GameObject×258,SkinnedMeshRenderer×39,MonoBehaviour×25,MeshRenderer×4,MeshFilter×4 - Examples:
AttackDummy.prefab,WalkerObserveCamera.prefab,FreeCamera.prefab,MobSpectatorCamera.prefab
defaultlocalgroup
Misc default addressables — map procedural texture, team decals, shared materials, a few debug prefabs.
- Size / objects / addressable: 7.2 MB · 171 objects · 11 addressable
- Top object types:
GameObject×37,MonoBehaviour×36,Transform×34,Material×10,MeshFilter×8,MeshRenderer×8 - Examples:
ui_map_procTexture.asset,sound_check_box.prefab,WalkerTeamDecal.prefab,DebugWireFrame.mat,WalkerIngameEditorCamera.prefab
duplicateassetisolation
Build-generated dedup bundle: shared meshes/materials/textures/animations referenced by multiple other bundles. Not hand-authored.
- Size / objects / addressable: 1.3 GB · 36212 objects · 997 addressable
- Top object types:
GameObject×16590,Transform×16590,AnimationClip×582,Material×525,Texture2D×477,Mesh×341 - Examples:
walker_wallmoduleDoorUnharmed_anim.fbx,shared_fabricTarpaulin_normalMask.tga,player_ladderOut_anim_TP.fbx,env_tent5_model.fbx,shared_column2Front_orange_mat.mat
env_epb
Environment entity-placement-blueprint prefabs (env_*_epb) — buildings, city props, dreadnought interiors.
- Size / objects / addressable: 0.7 MB · 9854 objects · 3279 addressable
- Top object types:
MonoBehaviour×3281,GameObject×3280,Transform×3280,Mesh×9,MeshCollider×1,AssetBundle×1 - Examples:
env_buildingsCityMidW1H3_epb.prefab,env_buildingsCityTop3W1_SOrange_epb.prefab,env_medicalAppliance03_epb.prefab,env_buildingsCityMidW4H4_SSandybrown1_epb.prefab,env_buildingsCityTop1W5_SSandybrown1_epb.prefab
environmentsetup
Environment 'setup' prefabs that compose building/ship colour & shape variants (*_setup).
- Size / objects / addressable: 1.5 MB · 19824 objects · 406 addressable
- Top object types:
Transform×6857,GameObject×6857,MonoBehaviour×6109,AssetBundle×1 - Examples:
env_buildingCityTop1W2Ang30_SOrange22Sides_setup.prefab,env_buildingCityTop2W2Ang90_SOrange22Sides_setup.prefab,env_buildingCityW8H3Ang90_setup.prefab,env_buildingsCityTop1W2_SOrange22Sides_setup.prefab,env_buildingCityTop3W2Ang90_SYellow_setup.prefab
epb
Entity-placement-blueprint prefabs (*_epb) for items, walker parts, props, and world spawners/supervisors.
- Size / objects / addressable: 1.3 MB · 8589 objects · 1446 addressable
- Top object types:
MonoBehaviour×2879,Transform×2854,GameObject×2854,AssetBundle×1,SphereCollider×1 - Examples:
walker_compCrew_Large_Wood_2x2_epb.prefab,game_coinCrownPile_25_epb.prefab,prop_roofEngine_epb.prefab,item_grenadeContact_epb.prefab,walker_turretFailurePointMetalPatch_epb.prefab
equipment
First-person & world equipment item prefabs with meshes (medkit, multitool, map tool, binocular, …).
- Size / objects / addressable: 14.0 MB · 1059 objects · 13 addressable
- Top object types:
GameObject×317,Transform×308,MeshFilter×125,MeshRenderer×125,Mesh×43,MonoBehaviour×38 - Examples:
item_multiToolFPS.prefab,item_mapTool.prefab,item_medkit.prefab,OldJacket.prefab,item_binocular.prefab
geometry
The bulk of environment building & prop visual meshes/prefabs — the world's art geometry.
- Size / objects / addressable: 1.4 GB · 82229 objects · 3167 addressable
- Top object types:
GameObject×22110,Transform×22110,MeshFilter×12586,MeshRenderer×12586,MonoBehaviour×5970,LODGroup×3081 - Examples:
prop_mooringPost01.prefab,env_buildingCityMidW12H2Ang120_SBlue.prefab,env_buildingCityBaseW6Ang45_SSandybrown2.prefab,env_buildingCityBotShop1W4Wine_SYellow2Sides.prefab,env_buildingCityBotShop1W3Wine_SDefault2Sides.prefab
gpuinstancer
GPU Instancer Pro plugin assets — compute shaders, shaders, runtime resources. Third-party rendering tech.
- Size / objects / addressable: 0.7 MB · 24 objects · 21 addressable
- Top object types:
ComputeShader×16,Shader×5,MonoBehaviour×1,AssetBundle×1,ShaderVariantCollection×1 - Examples:
GPUICommandBufferUtilityCS.compute,GPUICameraVisibilityCS.compute,GPUIOptionalRendererCS.compute,GPUIShaderBindings.asset,ErrorShader.shader
islandrosters
Location roster assets (locationRoster_*) — which POIs / contracts / forts / islands populate each world.
- Size / objects / addressable: 0.3 MB · 3012 objects · 10 addressable
- Top object types:
Transform×994,GameObject×994,MonoBehaviour×986,MeshCollider×12,MeshRenderer×12,MeshFilter×12 - Examples:
locationRoster_testPois.asset,locationRoster_testContracts.asset,locationRoster_mainContracts.asset,locationRoster_mainForts.asset,locationRoster_devIslands.asset
islands
Island layout prefabs (island_*, fort & event locations). Massive object count — every placed entity per island.
- Size / objects / addressable: 61.9 MB · 368043 objects · 40 addressable
- Top object types:
GameObject×123851,Transform×123851,MonoBehaviour×118844,MeshFilter×473,MeshRenderer×473,MeshCollider×472 - Examples:
island_FortIstria.prefab,island_StufenInsel.prefab,island_FortTarnopol.prefab,island_Demo_Wunderinsel.prefab,island_Achilleon.prefab
lootsets
Per-source loot-set assets (islands, ships, rocks, living-sand, forts) — the drop sets attached to POIs.
- Size / objects / addressable: <0.1 MB · 98 objects · 97 addressable
- Top object types:
MonoBehaviour×97,AssetBundle×1 - Examples:
Dreadnought.asset,Kleineshaus_NoAB.asset,Tieftauchparadies_NoAB.asset,MeereSauge_FishingVillage.asset,Wunderinsel_NoAB.asset
particons
Walker-editor part icons — a Texture2D+Sprite per compartment (walker_comp*_icon.png).
- Size / objects / addressable: 3.2 MB · 305 objects · 152 addressable
- Top object types:
Texture2D×152,Sprite×152,AssetBundle×1 - Examples:
walker_compWeapon_Cannon_Metal_1x1_icon.png,walker_compWeapon_AutoCannon_Open_1x1_icon.png,walker_compCargo_LargeU_Wood_1x2_icon.png,walker_compWeapon_TurretSlot_OpenCorner_1x1_icon.png,walker_compDeck_Square_ArmoredNoRailings_1x1_icon.png
pois
POI prefabs (poi_*) — wrecks, gunboats, rock groups, spawn / extraction points.
- Size / objects / addressable: 9.6 MB · 24302 objects · 55 addressable
- Top object types:
GameObject×8264,Transform×8264,MonoBehaviour×7769,MeshRenderer×1,MeshFilter×1,Texture2D×1 - Examples:
poi_RockGroup5.prefab,poi_WreckMediumShip3.prefab,poi_destructibleCoralRocks.prefab,poi_RockGroup8.prefab,poi_LivingSandJrCoral1.prefab
sand_monoscripts
914 MonoScript stubs — script type references for the game's MonoBehaviours. No asset data; used to resolve typetrees.
- Size / objects / addressable: <0.1 MB · 915 objects · 0 addressable
- Top object types:
MonoScript×914,AssetBundle×1
sand_unitybuiltinassets
Unity built-in textures / sprites / materials / shaders referenced by the game.
- Size / objects / addressable: 0.1 MB · 23 objects · 0 addressable
- Top object types:
Texture2D×8,Sprite×6,Material×4,Shader×4,AssetBundle×1
scatterbrushes
Procedural scatter-brush configs (scatter_*) — placement of rocks, naval mines, corals, bushes.
- Size / objects / addressable: <0.1 MB · 55 objects · 54 addressable
- Top object types:
MonoBehaviour×54,AssetBundle×1 - Examples:
scatter_navalMines_Archipel.asset,scatter_smallRock5.asset,scatter_aurogenCorralsMedium.asset,scatter_bushes1.asset,scatter_columnRocksMedium.asset
scenes_scenes
Unity scenes — DefaultVisualEnvironment, MainMenuHangarDecorations, WalkerIngameEditor.
- Size / objects / addressable: 586.2 MB · 23246 objects · 3 addressable
- Top object types:
Transform×7917,GameObject×7917,MonoBehaviour×1572,MeshFilter×1549,MeshRenderer×1548,SkinnedMeshRenderer×773 - Examples:
DefaultVisualEnvironment.unity,MainMenuHangarDecorations.unity,WalkerIngameEditor.unity
terrainstamps
Terrain heightmap stamp textures (stamp_*.png/.tif) — mountains, dunes, cliffs, geometry shapes.
- Size / objects / addressable: 199.2 MB · 38 objects · 37 addressable
- Top object types:
Texture2D×37,AssetBundle×1 - Examples:
stamp_alpineMountains13.png,stamp_alpineMountains03.png,stamp_circleM.tif,stamp_alpineMountains23.png,stamp_dunes20.tif
ui
UI: HUD & menu prefabs (Canvas/RectTransform), sprites, and gamepad button icons (PS5/Xbox).
- Size / objects / addressable: 110.3 MB · 69745 objects · 217 addressable
- Top object types:
MonoBehaviour×24132,GameObject×15511,RectTransform×15479,CanvasRenderer×11207,Sprite×1205,CanvasGroup×1197 - Examples:
EnterGameLoadingUi.prefab,WeaponAmmoHUD.prefab,ui_gamepad_scheme_xbox_gamepad_gameplay.png,icon_multiTool.png,MarkerView_Contract_BoxDeliveryPlatform.prefab
vfx
Visual effects — particle-system prefabs for weapons, turret projectiles, trails, and impacts.
- Size / objects / addressable: 93.4 MB · 4025 objects · 122 addressable
- Top object types:
GameObject×889,Transform×889,ParticleSystem×631,ParticleSystemRenderer×631,MonoBehaviour×364,Material×112 - Examples:
avatar_footstep_prefab.prefab,compartment_damage_vfx.prefab,RocketLauncherProjectileTrail.prefab,shotgunTurretBaseProjectileTrail.prefab,bullet_hit_glass.prefab
views
'View' prefabs — the in-world visual representation of environment props, weapons, projectiles, and items. Largest bundle.
- Size / objects / addressable: 1.7 GB · 48125 objects · 784 addressable
- Top object types:
GameObject×12730,Transform×12646,MeshFilter×6899,MeshRenderer×6895,MonoBehaviour×2681,Mesh×2334 - Examples:
env_dreadnoughtBack.prefab,game_weirdCoral.prefab,prop_tentShop04Color1.prefab,prop_streetTrunk.prefab,item_sniperRiflePrefab_Silencer_FPS.prefab
walker
Walker part prefabs — chassis, compartments, and modules/turrets with their meshes & materials.
- Size / objects / addressable: 1.0 GB · 79227 objects · 245 addressable
- Top object types:
GameObject×21719,Transform×21650,MeshRenderer×11359,MeshFilter×11356,MonoBehaviour×5645,LODGroup×3318 - Examples:
walker_chassisRhomb.prefab,walker_compDeck_FrameC_Metal_1x1.prefab,walker_compCorridor_Small_Wood_1x1.prefab,walker_lightWall1.prefab,walker_mountedTurret_T3.prefab
walkereditor
Walker-editor-specific prefabs & config (editor models, door/hatch views, WalkerEditorConfig).
- Size / objects / addressable: 7.9 MB · 459 objects · 8 addressable
- Top object types:
GameObject×89,Transform×79,Sprite×69,MeshFilter×52,MeshRenderer×52,MonoBehaviour×45 - Examples:
walker_sqrDoor_editorModel.prefab,DoorView.prefab,walker_roomDoorCapEditor.prefab,HatchWallView.prefab,WalkerEditorConfig.asset
walkershared
Two TextAssets: CompartmentsDatabase.json (the part database) and ProgressionTreeDescriptions.json.
- Size / objects / addressable: <0.1 MB · 3 objects · 2 addressable
- Top object types:
TextAsset×2,AssetBundle×1 - Examples:
CompartmentsDatabase.json,ProgressionTreeDescriptions.json
worldsetups
World-setup configs (conf_worldSetup_*) — biome-test / animator / one-island / main / test world variants.
- Size / objects / addressable: <0.1 MB · 51 objects · 6 addressable
- Top object types:
MonoBehaviour×22,GameObject×12,Transform×12,Mesh×1,AssetBundle×1,MeshCollider×1 - Examples:
conf_worldSetup_biomeTest.asset,conf_worldSetup_animator.asset,conf_worldSetup_oneIsland.asset,conf_worldSetup_main.asset,conf_worldSetup_test.asset