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base repository: Unity-Technologies/UnityDataTools
base: v1.3.6
head repository: Unity-Technologies/UnityDataTools
compare: v2.0.0
- 10 commits
- 66 files changed
- 2 contributors
Commits on Jul 3, 2026
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[#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
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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)
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Commits on Jul 6, 2026
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[#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.
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[#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
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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.
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Commits on Jul 9, 2026
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[#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.
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[#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.
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