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base repository: Unity-Technologies/UnityDataTools
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base: v1.3.6
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head repository: Unity-Technologies/UnityDataTools
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compare: v2.0.0
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  • 10 commits
  • 66 files changed
  • 2 contributors

Commits on Jul 3, 2026

  1. [#44] Normalize refs table to deduplicate property strings (#80)

    * Update version to 2.0 - Major version bump because the analyze schema will get some changes.
    
    * [#44] Normalize refs table to deduplicate property strings
    
    The refs table repeated the property_path/property_type strings on every
    row, making it by far the largest part of the analyze database. Store the
    strings once in new property_names/property_types lookup tables and keep only
    integer ids in refs. A refs_view rejoins them to expose the original strings.
    
    - Fix view_material_texture_refs, which used double-quoted string literals
      that SQLite parsed as identifiers (pre-existing, failed on old databases too).
    
    * Adjust expected link to build reporting documentation
    SkowronskiAndrew authored Jul 3, 2026
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  3. Add comments documenting how AssetBundles are tracked and other key a…

    …spects of the Analyze schema
    
    add comments explaining some of the less intuitive aspects of the assets and asset_dependencies table, and when it is actually populated.
    Document also special case handling of scene roots (including mention of a discovered bug, issue 81)
    SkowronskiAndrew committed Jul 3, 2026
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Commits on Jul 6, 2026

  1. [#82] Rename assets/asset_dependencies tables to reflect AssetBundle/…

    …PreloadData origin (#84)
    
    * [#82] Rename assets/preload_dependencies tables to reflect their origin
    
    Rename the vaguely-named assets and asset_dependencies tables (and their
    views) so it is clear they are populated from the AssetBundle and PreloadData
    objects and are mostly empty for Player/ContentDirectory builds:
    
      assets                -> assetbundle_assets
      asset_view            -> assetbundle_asset_view
      asset_dependencies    -> preload_dependencies
      asset_dependencies_view -> preload_dependencies_view
    
    Bumps the schema user_version 1 -> 2 and raises find-refs'
    RequiredSchemaVersion to match, since the renamed tables it queries make
    older databases unreadable.
    SkowronskiAndrew authored Jul 6, 2026
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  2. [#81] Fix scene/preload dependencies for Player and Scriptable Build …

    …Pipeline builds (#87)
    
    SBP/Addressables name scene files "CAB-<hash>" (and "CAB-<hash>.sharedAssets"),
    which the BuildPlayer- scene regex never matched, so no synthetic Scene object
    was created: assetbundle_assets scene rows dangled and the scene->dependency
    relationship was lost.
    
    Use the AssetBundle object's m_SceneHashes (scene path -> scene SerializedFile)
    to key a synthetic Scene object on the scene's file. AssetBundleHandler creates
    that object and its assetbundle_assets row; SerializedFileSQLiteWriter resolves
    the same id for a "<file>.sharedAssets" file so PreloadDataHandler and the
    content loop attach the scene's dependencies to it. Order-independent because the
    id is derived deterministically from the file name.
    
    Adds a scene-bundle analyze regression test. SBP-specific fixture data is tracked
    separately (issue #86); the SBP path was verified manually against a large
    Addressables build.
    
    * Add AssetBundle Format documentation topic
    
    Add Documentation/assetbundle-format.md, a technical, hands-on companion to the
    Unity content overview that covers the AssetBundle object (m_Container,
    m_PreloadTable, m_Dependencies), asset preload, and how scenes are laid out
    inside a bundle (paired SerializedFiles, PreloadData, and m_SceneHashes for SBP
    vs the BuildPlayer- naming convention for BuildPipeline.BuildAssetBundles).
    Linked from unity-content-format.md.
    
    * Add documentation links to main README
    SkowronskiAndrew authored Jul 6, 2026
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  5. Document project structure; split Archive and SerializedFile into the…

    …ir own libraries (#88)
    
    * More documentation of the project structure in main README
    * Restructure Archive and SerializedFile code into their own libraries
    
    For consistency with the other command implementations - it didn't make much sense that some commands were implemented directly inside UnityDataTool and others as separate libraries.
    SkowronskiAndrew authored Jul 6, 2026
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Commits on Jul 9, 2026

  1. [#68] Generalize AssetBundle to Archive in analyze schema and code (#89)

    * [#68] ANALYZE SCHEMA CHANGE - Generalize AssetBundle to Archive
    
    Unity Archives back AssetBundles, Player builds, Content Archives and
    ContentDirectory builds, so names that said "AssetBundle" where the concept
    is really "any Unity Archive" were misleading (notably for ContentDirectory
    builds). Rename those to "Archive", leaving genuinely AssetBundle-object-
    specific names (assetbundle_assets, AssetBundleHandler, etc.) untouched.
    
    Schema (user_version 2 -> 3):
    - Table asset_bundles -> archives; serialized_files.asset_bundle -> archive.
    - The asset_bundle view alias -> archive across object_view and the views
      that build on it (material/shader/texture/dep aliases, monoscript views,
      in_bundles -> in_archives).
    - build_report_archive_contents.assetbundle/assetbundle_content ->
      archive/archive_content.
    
    Code:
    - AddAssetBundle -> AddArchive; Begin/EndAssetBundle -> Begin/EndArchive;
      Context.AssetBundleId -> ArchiveId; ExtractAssetBundle/ListAssetBundle ->
      ExtractArchive/ListArchive; FileListAssetBundleHelper -> FileListArchiveHelper.
    - ReferenceFinder query column and output labels ("Archive:").
    - Stripped the stale auto-generated SQL snapshot comments from
      Resources.Designer.cs (they drift; the .sql files are the source of truth).
    
    Tests, compare scripts and documentation updated to match; test key
    asset_bundles_count -> archives_count.
    SkowronskiAndrew authored Jul 9, 2026
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  2. [#55] Show type name in build_report_packed_asset_contents_view (#90)

    Populate the types table from TypeIdRegistry when importing a BuildReport
    so the packed asset contents view can display human-readable type names
    instead of numeric class ids, even when the build output is not analyzed
    alongside the report.
    SkowronskiAndrew authored Jul 9, 2026
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