
The standard compressed format is a single LZMA stream of serialized data files, and needs to be decompressed in its entirety before use. LZMA Formatīy default, when Asset Bundles are built, they are stored in a compressed format. See for more details, including a listing of dependencies and copyright notices.Unity supports three compression options for Asset Bundles: LZMA, LZ4, and Uncompressed. 2.0 (EPL 2.0) license (see Licenses/license.txt). UABE is licensed under the Eclipse Public License, v. fmtlib may be a quick drop-in replacement.

The GUI portions are isolated to the UABE_Win32 module, some plugins and the mCtrl dependency. Also note that UABE is still using an old version of FMOD (with plans to substitute it entirely), so it may not work with recent versions. If the build process cannot find the SDKs, check if the cmake files in CMakeModules look in the correct subfolders. The shows how a CMakeSettings.json for Visual Studio could look like. To embed the proprietary SDKs, set the PVRTexTool_ROOT and FMOD_ROOT CMake variables accordingly. This removes support for some texture formats used (mostly) for mobile games. PVRTexTool: Remove TexToolWrap by removing the corresponding line in CMakeLists.txt.FMOD: Remove the AudioClip plugin by removing the corresponding line in Plugins/CMakeLists.txt.The proprietary dependencies are optional and can be disabled: The non-proprietary dependencies are downloaded and patched during CMake configuration. UABE can be built within Visual Studio (Community) 2022 using the Open Folder option (CMake).


