How escartem/animestudio works
Anime Studio is a Unity asset extraction tool with GUI and CLI entry points. The principal workflow selects a game format, loads Unity bundle or directory inputs, parses and browses assets, then previews or exports chosen content. A separate asset-map workflow builds, saves, relocates, and compares maps for large installs. The tree and excerpts support the CLI, game-format selection, asset loading, and animation decompression layers; GUI internals and several documented capabilities are represented only at their enclosing source directories because their implementations were not sampled.
Main entry points: AnimeStudio.CLI/Program.cs CLI runner · AssetsManager.cs Asset loader · AnimeStudio Browse and filter · AnimeStudio.GUI/Program.cs GUI app
Components 15
User entry points
- GUI app
AnimeStudio.GUI/Program.cs - CLI runner
AnimeStudio.CLI/Program.cs
Game and ingestion
- Game profiles
AnimeStudio/GameManager.cs - Asset loader
AnimeStudio/AssetsManager.cs - Parsed assets
AnimeStudio/AssetsManager.cs
Asset workflows
- Browse and filter
AnimeStudio - Asset preview
AnimeStudio - Asset export
AnimeStudio - Map building
AnimeStudio - Saved asset maps
AnimeStudio - Map comparison
AnimeStudio
Decode runtime
- Animation decode
AnimeStudio.ACL/AnimeStudio.ACL.SR/acl/decompression/decompress.h
Other components
- User
- Bundles and files
- Animation data
Connections 19
- User → GUI app: opens
- User → CLI runner: runs
- CLI runner → Game profiles: selects format
- CLI runner → Bundles and files: selects input
- GUI app → Bundles and files: loads input
- Asset loader → Game profiles: uses format
- Asset loader → Bundles and files: reads
- Asset loader → Parsed assets: parses
- CLI runner → Asset loader: loads assets
- Parsed assets → Browse and filter: supplies assets
- Browse and filter → Asset preview: selects for preview
- Browse and filter → Asset export: selects for export
- CLI runner → Asset export: requests export
- CLI runner → Map building: requests map
- Map building → Bundles and files: scans
- Map building → Saved asset maps: writes
- Saved asset maps → Map comparison: loads maps
- Parsed assets → Animation decode: animation payload
- Animation decode → Animation data: decompresses