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.
345 lines
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345 lines
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Markdown
# SAND asset bundles
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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.
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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).
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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.
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## Where the repo's extracted data comes from
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| `extracted/` output | Source bundle | Asset |
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|---|---|---|
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| `items_registry.json` / `item_definitions.json` | `configuration` | `CheatItemDefinitionsData.asset` |
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| `crafting_recipes.json` | `craftingrecipes` | `Recipes_*` (workbench) |
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| `production_lines.json` | `epb` | `game_conveyor_*_epb` (world factories) — see [docs/PRODUCTION_LINES.md](docs/PRODUCTION_LINES.md) |
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| `loot_tables.json` | `configuration` | `conf_worldLootTables{Storm,Voyage}Config` (Odin-binary) |
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| `CompartmentsDatabase.json` | `walkershared` | `CompartmentsDatabase.json` (TextAsset) |
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| `epb_catalog.json` | `epb` | `*_epb.prefab` |
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| `i2_terms_en.json` | *(not a bundle)* | `data.unity3d` → I2 `I2Languages` |
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| walker part icons | `particons` | `walker_comp*_icon.png` |
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## All bundles
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| Bundle | Size | Assets | Contents |
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|---|--:|--:|---|
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| `ai` | 0.1 MB | 30 | AI configuration ScriptableObjects — sensor templates, attack profiles, blackboards, ironclad/turret behaviours (`ai_*`, `beh_*`, `bb_*`). |
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| `animset` | 17.2 MB | 33 | Per-item animation sets: `AnimationClip`s plus `item_*_animset` configs for weapons and handheld items. |
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| `biomes` | <0.1 MB | 14 | Biome definition assets (`conf_*Biome`) — danger / gameplay / obstacle / desert biomes and terrain features. |
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| `clientconfiguration` | 0.1 MB | 2 | Client-side config: voice-chat settings and a Rewired controller hardware map (DualSense). |
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| `colliders` | 37.3 MB | 1132 | Collision meshes (`*_collider.fbx`) for environment props, city buildings, and walker compartments. |
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| `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. |
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| `craftingrecipes` | <0.1 MB | 4 | Crafting recipe bundles — `Recipes_Armament_Workbench_T1/T2`, `Recipes_Utility_Workbench_T1`, and a test set. |
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| `customizations` | 95.9 MB | 34 | Player cosmetics — clothing/armor/skin prefabs with their skinned meshes and textures. |
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| `debugcolliders` | <0.1 MB | 1 | A single debug box collider. Dev-only. |
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| `debugviews` | <0.1 MB | 4 | Debug camera & dummy prefabs (FreeCamera, AttackDummy, spectator cams). Dev-only. |
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| `defaultlocalgroup` | 7.2 MB | 11 | Misc default addressables — map procedural texture, team decals, shared materials, a few debug prefabs. |
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| `duplicateassetisolation` | 1.3 GB | 997 | Build-generated dedup bundle: shared meshes/materials/textures/animations referenced by multiple other bundles. Not hand-authored. |
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| `env_epb` | 0.7 MB | 3279 | Environment entity-placement-blueprint prefabs (`env_*_epb`) — buildings, city props, dreadnought interiors. |
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| `environmentsetup` | 1.5 MB | 406 | Environment 'setup' prefabs that compose building/ship colour & shape variants (`*_setup`). |
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| `epb` | 1.3 MB | 1446 | Entity-placement-blueprint prefabs (`*_epb`) for items, walker parts, props, and world spawners/supervisors. |
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| `equipment` | 14.0 MB | 13 | First-person & world equipment item prefabs with meshes (medkit, multitool, map tool, binocular, …). |
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| `geometry` | 1.4 GB | 3167 | The bulk of environment building & prop **visual meshes/prefabs** — the world's art geometry. |
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| `gpuinstancer` | 0.7 MB | 21 | GPU Instancer Pro plugin assets — compute shaders, shaders, runtime resources. Third-party rendering tech. |
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| `islandrosters` | 0.3 MB | 10 | Location roster assets (`locationRoster_*`) — which POIs / contracts / forts / islands populate each world. |
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| `islands` | 61.9 MB | 40 | Island layout prefabs (`island_*`, fort & event locations). Massive object count — every placed entity per island. |
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| `lootsets` | <0.1 MB | 97 | Per-source loot-set assets (islands, ships, rocks, living-sand, forts) — the drop sets attached to POIs. |
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| `particons` | 3.2 MB | 152 | Walker-editor part icons — a `Texture2D`+`Sprite` per compartment (`walker_comp*_icon.png`). |
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| `pois` | 9.6 MB | 55 | POI prefabs (`poi_*`) — wrecks, gunboats, rock groups, spawn / extraction points. |
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| `sand_monoscripts` | <0.1 MB | 0 | 914 `MonoScript` stubs — script type references for the game's MonoBehaviours. No asset data; used to resolve typetrees. |
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| `sand_unitybuiltinassets` | 0.1 MB | 0 | Unity built-in textures / sprites / materials / shaders referenced by the game. |
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| `scatterbrushes` | <0.1 MB | 54 | Procedural scatter-brush configs (`scatter_*`) — placement of rocks, naval mines, corals, bushes. |
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| `scenes_scenes` | 586.2 MB | 3 | Unity scenes — `DefaultVisualEnvironment`, `MainMenuHangarDecorations`, `WalkerIngameEditor`. |
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| `terrainstamps` | 199.2 MB | 37 | Terrain heightmap stamp textures (`stamp_*.png/.tif`) — mountains, dunes, cliffs, geometry shapes. |
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| `ui` | 110.3 MB | 217 | UI: HUD & menu prefabs (Canvas/RectTransform), sprites, and gamepad button icons (PS5/Xbox). |
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| `vfx` | 93.4 MB | 122 | Visual effects — particle-system prefabs for weapons, turret projectiles, trails, and impacts. |
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| `views` | 1.7 GB | 784 | 'View' prefabs — the in-world visual representation of environment props, weapons, projectiles, and items. Largest bundle. |
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| `walker` | 1.0 GB | 245 | Walker part prefabs — chassis, compartments, and modules/turrets with their meshes & materials. |
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| `walkereditor` | 7.9 MB | 8 | Walker-editor-specific prefabs & config (editor models, door/hatch views, `WalkerEditorConfig`). |
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| `walkershared` | <0.1 MB | 2 | Two `TextAsset`s: `CompartmentsDatabase.json` (the part database) and `ProgressionTreeDescriptions.json`. |
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| `worldsetups` | <0.1 MB | 6 | World-setup configs (`conf_worldSetup_*`) — biome-test / animator / one-island / main / test world variants. |
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> Real filenames are `<name>_assets_all.bundle` (scenes: `scenes_scenes_all.bundle`; `sand_monoscripts.bundle` / `sand_unitybuiltinassets.bundle` have no `_assets_all`; `duplicateassetisolation` carries a content hash suffix).
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## Per-bundle detail
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For each bundle: dominant Unity object types and a few example addressable assets.
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### `ai`
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AI configuration ScriptableObjects — sensor templates, attack profiles, blackboards, ironclad/turret behaviours (`ai_*`, `beh_*`, `bb_*`).
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- **Size / objects / addressable:** 0.1 MB · 1781 objects · 30 addressable
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- **Top object types:** `MonoBehaviour` ×1774, `Transform` ×3, `GameObject` ×3, `AssetBundle` ×1
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- **Examples:** `beh_ironclad_Tophelm.asset`, `ai_meleeAttackProfile.asset`, `ai_sensorTemplate_avatar.asset`, `bb_ironclad.asset`, `beh_turret_70mm.asset`
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### `animset`
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Per-item animation sets: `AnimationClip`s plus `item_*_animset` configs for weapons and handheld items.
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- **Size / objects / addressable:** 17.2 MB · 312 objects · 33 addressable
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- **Top object types:** `AnimationClip` ×278, `MonoBehaviour` ×33, `AssetBundle` ×1
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- **Examples:** `item_antiReactorGun_animset.asset`, `item_ficus_animset.asset`, `item_flareGun_animset.asset`, `item_repeater_animset.asset`, `item_barrel_animset.asset`
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### `biomes`
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Biome definition assets (`conf_*Biome`) — danger / gameplay / obstacle / desert biomes and terrain features.
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- **Size / objects / addressable:** <0.1 MB · 15 objects · 14 addressable
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- **Top object types:** `MonoBehaviour` ×14, `AssetBundle` ×1
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- **Examples:** `conf_mineFieldBiome.asset`, `conf_extractionBiome.asset`, `conf_megaCoralsTerrainFeature.asset`, `conf_saltPlainBiome.asset`, `conf_livingSandNestBiome.asset`
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### `clientconfiguration`
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Client-side config: voice-chat settings and a Rewired controller hardware map (DualSense).
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- **Size / objects / addressable:** 0.1 MB · 3 objects · 2 addressable
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- **Top object types:** `MonoBehaviour` ×2, `AssetBundle` ×1
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- **Examples:** `VoiceChatConfig.asset`, `SonyDualSense.asset`
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### `colliders`
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Collision meshes (`*_collider.fbx`) for environment props, city buildings, and walker compartments.
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- **Size / objects / addressable:** 37.3 MB · 6931 objects · 1132 addressable
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- **Top object types:** `Transform` ×1174, `GameObject` ×1174, `MeshRenderer` ×1151, `Mesh` ×1151, `MeshFilter` ×1151, `MeshCollider` ×1107
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- **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`
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### `configuration`
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Core game-config ScriptableObjects + the main designed-environment prefab. Holds `CheatItemDefinitionsData` (the item registry), world configs, and the loot-tables configs.
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- **Size / objects / addressable:** 114.7 MB · 237 objects · 18 addressable
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- **Top object types:** `GameObject` ×32, `Transform` ×32, `Texture2D` ×31, `Mesh` ×31, `MonoBehaviour` ×29, `MeshRenderer` ×22
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- **Examples:** `CheatItemDefinitionsData.asset`, `conf_mainDesignedEnvironment.prefab`, `conf_desertRocksBiome.asset`, `conf_worldConf_test.asset`, `conf_worldConf_dev.asset`
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### `craftingrecipes`
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Crafting recipe bundles — `Recipes_Armament_Workbench_T1/T2`, `Recipes_Utility_Workbench_T1`, and a test set.
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- **Size / objects / addressable:** <0.1 MB · 5 objects · 4 addressable
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- **Top object types:** `MonoBehaviour` ×4, `AssetBundle` ×1
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- **Examples:** `Recipes_Armament_Workbench_T1.asset`, `TestRecipesBundle.asset`, `Recipes_Utility_Workbench_T1.asset`, `Recipes_Armament_Workbench_T2.asset`
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### `customizations`
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Player cosmetics — clothing/armor/skin prefabs with their skinned meshes and textures.
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- **Size / objects / addressable:** 95.9 MB · 4199 objects · 34 addressable
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- **Top object types:** `Transform` ×1764, `GameObject` ×1764, `SkinnedMeshRenderer` ×239, `Mesh` ×171, `Texture2D` ×97, `Material` ×88
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- **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`
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### `debugcolliders`
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A single debug box collider. Dev-only.
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- **Size / objects / addressable:** <0.1 MB · 7 objects · 1 addressable
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- **Top object types:** `MeshRenderer` ×1, `GameObject` ×1, `Transform` ×1, `MeshCollider` ×1, `AssetBundle` ×1, `MeshFilter` ×1
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- **Examples:** `box_collider.fbx`
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### `debugviews`
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Debug camera & dummy prefabs (FreeCamera, AttackDummy, spectator cams). Dev-only.
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- **Size / objects / addressable:** <0.1 MB · 593 objects · 4 addressable
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- **Top object types:** `Transform` ×258, `GameObject` ×258, `SkinnedMeshRenderer` ×39, `MonoBehaviour` ×25, `MeshRenderer` ×4, `MeshFilter` ×4
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- **Examples:** `AttackDummy.prefab`, `WalkerObserveCamera.prefab`, `FreeCamera.prefab`, `MobSpectatorCamera.prefab`
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### `defaultlocalgroup`
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Misc default addressables — map procedural texture, team decals, shared materials, a few debug prefabs.
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- **Size / objects / addressable:** 7.2 MB · 171 objects · 11 addressable
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- **Top object types:** `GameObject` ×37, `MonoBehaviour` ×36, `Transform` ×34, `Material` ×10, `MeshFilter` ×8, `MeshRenderer` ×8
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- **Examples:** `ui_map_procTexture.asset`, `sound_check_box.prefab`, `WalkerTeamDecal.prefab`, `DebugWireFrame.mat`, `WalkerIngameEditorCamera.prefab`
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### `duplicateassetisolation`
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Build-generated dedup bundle: shared meshes/materials/textures/animations referenced by multiple other bundles. Not hand-authored.
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- **Size / objects / addressable:** 1.3 GB · 36212 objects · 997 addressable
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- **Top object types:** `GameObject` ×16590, `Transform` ×16590, `AnimationClip` ×582, `Material` ×525, `Texture2D` ×477, `Mesh` ×341
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- **Examples:** `walker_wallmoduleDoorUnharmed_anim.fbx`, `shared_fabricTarpaulin_normalMask.tga`, `player_ladderOut_anim_TP.fbx`, `env_tent5_model.fbx`, `shared_column2Front_orange_mat.mat`
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### `env_epb`
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Environment entity-placement-blueprint prefabs (`env_*_epb`) — buildings, city props, dreadnought interiors.
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- **Size / objects / addressable:** 0.7 MB · 9854 objects · 3279 addressable
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- **Top object types:** `MonoBehaviour` ×3281, `GameObject` ×3280, `Transform` ×3280, `Mesh` ×9, `MeshCollider` ×1, `AssetBundle` ×1
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- **Examples:** `env_buildingsCityMidW1H3_epb.prefab`, `env_buildingsCityTop3W1_SOrange_epb.prefab`, `env_medicalAppliance03_epb.prefab`, `env_buildingsCityMidW4H4_SSandybrown1_epb.prefab`, `env_buildingsCityTop1W5_SSandybrown1_epb.prefab`
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### `environmentsetup`
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Environment 'setup' prefabs that compose building/ship colour & shape variants (`*_setup`).
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- **Size / objects / addressable:** 1.5 MB · 19824 objects · 406 addressable
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- **Top object types:** `Transform` ×6857, `GameObject` ×6857, `MonoBehaviour` ×6109, `AssetBundle` ×1
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- **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`
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### `epb`
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Entity-placement-blueprint prefabs (`*_epb`) for items, walker parts, props, and world spawners/supervisors.
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- **Size / objects / addressable:** 1.3 MB · 8589 objects · 1446 addressable
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- **Top object types:** `MonoBehaviour` ×2879, `Transform` ×2854, `GameObject` ×2854, `AssetBundle` ×1, `SphereCollider` ×1
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- **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`
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### `equipment`
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First-person & world equipment item prefabs with meshes (medkit, multitool, map tool, binocular, …).
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- **Size / objects / addressable:** 14.0 MB · 1059 objects · 13 addressable
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- **Top object types:** `GameObject` ×317, `Transform` ×308, `MeshFilter` ×125, `MeshRenderer` ×125, `Mesh` ×43, `MonoBehaviour` ×38
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- **Examples:** `item_multiToolFPS.prefab`, `item_mapTool.prefab`, `item_medkit.prefab`, `OldJacket.prefab`, `item_binocular.prefab`
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### `geometry`
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The bulk of environment building & prop **visual meshes/prefabs** — the world's art geometry.
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- **Size / objects / addressable:** 1.4 GB · 82229 objects · 3167 addressable
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- **Top object types:** `GameObject` ×22110, `Transform` ×22110, `MeshFilter` ×12586, `MeshRenderer` ×12586, `MonoBehaviour` ×5970, `LODGroup` ×3081
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- **Examples:** `prop_mooringPost01.prefab`, `env_buildingCityMidW12H2Ang120_SBlue.prefab`, `env_buildingCityBaseW6Ang45_SSandybrown2.prefab`, `env_buildingCityBotShop1W4Wine_SYellow2Sides.prefab`, `env_buildingCityBotShop1W3Wine_SDefault2Sides.prefab`
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### `gpuinstancer`
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GPU Instancer Pro plugin assets — compute shaders, shaders, runtime resources. Third-party rendering tech.
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- **Size / objects / addressable:** 0.7 MB · 24 objects · 21 addressable
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- **Top object types:** `ComputeShader` ×16, `Shader` ×5, `MonoBehaviour` ×1, `AssetBundle` ×1, `ShaderVariantCollection` ×1
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- **Examples:** `GPUICommandBufferUtilityCS.compute`, `GPUICameraVisibilityCS.compute`, `GPUIOptionalRendererCS.compute`, `GPUIShaderBindings.asset`, `ErrorShader.shader`
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### `islandrosters`
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Location roster assets (`locationRoster_*`) — which POIs / contracts / forts / islands populate each world.
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- **Size / objects / addressable:** 0.3 MB · 3012 objects · 10 addressable
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- **Top object types:** `Transform` ×994, `GameObject` ×994, `MonoBehaviour` ×986, `MeshCollider` ×12, `MeshRenderer` ×12, `MeshFilter` ×12
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- **Examples:** `locationRoster_testPois.asset`, `locationRoster_testContracts.asset`, `locationRoster_mainContracts.asset`, `locationRoster_mainForts.asset`, `locationRoster_devIslands.asset`
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### `islands`
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Island layout prefabs (`island_*`, fort & event locations). Massive object count — every placed entity per island.
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- **Size / objects / addressable:** 61.9 MB · 368043 objects · 40 addressable
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- **Top object types:** `GameObject` ×123851, `Transform` ×123851, `MonoBehaviour` ×118844, `MeshFilter` ×473, `MeshRenderer` ×473, `MeshCollider` ×472
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- **Examples:** `island_FortIstria.prefab`, `island_StufenInsel.prefab`, `island_FortTarnopol.prefab`, `island_Demo_Wunderinsel.prefab`, `island_Achilleon.prefab`
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### `lootsets`
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Per-source loot-set assets (islands, ships, rocks, living-sand, forts) — the drop sets attached to POIs.
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- **Size / objects / addressable:** <0.1 MB · 98 objects · 97 addressable
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- **Top object types:** `MonoBehaviour` ×97, `AssetBundle` ×1
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- **Examples:** `Dreadnought.asset`, `Kleineshaus_NoAB.asset`, `Tieftauchparadies_NoAB.asset`, `MeereSauge_FishingVillage.asset`, `Wunderinsel_NoAB.asset`
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### `particons`
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Walker-editor part icons — a `Texture2D`+`Sprite` per compartment (`walker_comp*_icon.png`).
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- **Size / objects / addressable:** 3.2 MB · 305 objects · 152 addressable
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- **Top object types:** `Texture2D` ×152, `Sprite` ×152, `AssetBundle` ×1
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- **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`
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### `pois`
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POI prefabs (`poi_*`) — wrecks, gunboats, rock groups, spawn / extraction points.
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- **Size / objects / addressable:** 9.6 MB · 24302 objects · 55 addressable
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- **Top object types:** `GameObject` ×8264, `Transform` ×8264, `MonoBehaviour` ×7769, `MeshRenderer` ×1, `MeshFilter` ×1, `Texture2D` ×1
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- **Examples:** `poi_RockGroup5.prefab`, `poi_WreckMediumShip3.prefab`, `poi_destructibleCoralRocks.prefab`, `poi_RockGroup8.prefab`, `poi_LivingSandJrCoral1.prefab`
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### `sand_monoscripts`
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914 `MonoScript` stubs — script type references for the game's MonoBehaviours. No asset data; used to resolve typetrees.
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- **Size / objects / addressable:** <0.1 MB · 915 objects · 0 addressable
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- **Top object types:** `MonoScript` ×914, `AssetBundle` ×1
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### `sand_unitybuiltinassets`
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Unity built-in textures / sprites / materials / shaders referenced by the game.
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- **Size / objects / addressable:** 0.1 MB · 23 objects · 0 addressable
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- **Top object types:** `Texture2D` ×8, `Sprite` ×6, `Material` ×4, `Shader` ×4, `AssetBundle` ×1
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### `scatterbrushes`
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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 `TextAsset`s: `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`
|