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* [#142] Stable release asset names, automated release, README install block
Installing the tool took more inference than it should, and assembling a release
was manual enough to be easy to get wrong.
The release zips now have stable names (UnityDataTool-<os>-<arch>.zip), so
releases/latest/download/ links are permanent and anything automated can fetch a
build without querying the releases API. Pushing a vX.Y.Z tag now builds all
three platforms, writes checksums.txt and creates a draft release with them
attached, leaving only the title and notes to write by hand.
The zips are built in the platform jobs rather than taken from upload-artifact,
which drops the executable permission bit on macOS and Linux.
The README gains an Install section at the top with per-platform commands that
can be copied verbatim, replacing the Downloads section; the agent guide gets the
same commands. Documentation/releasing.md describes cutting a release.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
* [#142] Name the install locations and be honest about upgrades
Install into ~/.local/share/UnityDataTool rather than ~/UnityDataTool on macOS
and Linux: a visible app folder at the top of the home directory is not a
convention, while the XDG data directory is the usual home for a per-user tool on
both. Windows keeps %LOCALAPPDATA%\Programs\UnityDataTool, which is where
per-user app installs go. The prose now names both paths instead of saying "a
directory", and points at the dest variable for installing elsewhere.
Re-running the commands overwrites what the new release ships but leaves behind
any file the release dropped, so say so and mention deleting the directory first
for an exact copy.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 5 <noreply@anthropic.com>
Copy file name to clipboardExpand all lines: README.md
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@@ -12,6 +12,60 @@ The tool also provides comprehensive analysis of **Unity Addressables build repo
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The command line tool uses the UnityFileSystemApi library to access the content of Unity Archives and Serialized files, which are Unity's primary binary formats. This repository also serves as a reference for how this library could be used as part of incorporating functionality into your own tools.
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## Install
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Builds for Windows, macOS (Apple Silicon) and Linux are attached to every
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[release](https://github.com/Unity-Technologies/UnityDataTools/releases). They are self-contained:
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a zip holds the `UnityDataTool` executable, the native `UnityFileSystemApi` library it uses, and an
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offline copy of this README and the `Documentation/` folder. Nothing else needs to be installed, not
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even a .NET runtime.
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The commands below download the latest release, unzip it, and print the version. They install into
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`%LOCALAPPDATA%\Programs\UnityDataTool` on Windows and `~/.local/share/UnityDataTool` on macOS and
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Linux; set `dest` to something else to install anywhere you like, such as a shared tools directory.
Add the install directory to your `PATH` to run the tool as `UnityDataTool` from anywhere. The
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`releases/latest/download/` links always resolve to the newest release, and `checksums.txt` on the
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release page holds the SHA-256 of each zip.
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A few things worth knowing:
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* To upgrade, run the same commands again. They overwrite everything the new release ships, but they
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do not remove a file that it has dropped, so a renamed documentation page can survive as a stale
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copy. Delete the install directory first for an install that matches the release exactly.
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* On macOS, downloading with `curl` avoids the quarantine flag that a browser download sets. After a
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browser download, macOS may refuse to load `UnityFileSystemApi.dylib` until it is allowed under
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System Settings > Privacy & Security.
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* Intel Macs have no published build; [build from source](#how-to-build) instead.
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* Each release describes what changed. For changes that are not in a release yet, see the
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[commit history](https://github.com/Unity-Technologies/UnityDataTools/commits/main/) and
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[build from source](#how-to-build).
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## Documentation
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New to Unity's data files or to UnityDataTool? These topics are a good place to start.
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* UnityProjects: two Unity projects (`Baseline` and `LeadingEdge`) used to regenerate some of the test
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data as Unity evolves.
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## Downloads
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Prebuilt Windows, Mac, and Linux builds are published on the [Releases page](https://github.com/Unity-Technologies/UnityDataTools/releases). Each release includes a zip per platform containing the `UnityDataTool` executable, the native libraries it needs, and this README plus the matching `Documentation/` folder so the docs are available offline.
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To use:
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1. Download and unzip the build for your platform.
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2. Run UnityDataTool from the extracted location, or add that location to your system PATH.
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Each release describes what changed; refer to the [commit history](https://github.com/Unity-Technologies/UnityDataTools/commits/main/) for changes since the latest release. To try unreleased changes, [build from source](#how-to-build).
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## Getting UnityFileSystemApi
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UnityDataTool uses the pre-compiled `UnityFileSystemApi` library to read Unity Archives and SerializedFiles. **Normally you don't need to do anything with this library.** The repository already includes a recent Windows, Mac, and Linux copy in the [`UnityFileSystem/`](https://github.com/Unity-Technologies/UnityDataTools/tree/main/UnityFileSystem) directory, and using that bundled copy is the recommended way to run the tool.
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See the [command-line tool documentation](./Documentation/unitydatatool.md) for usage instructions.
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Maintainers: see [Releasing UnityDataTool](./Documentation/releasing.md) for how a release is cut
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and published.
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## Origins
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This tool is the evolution of the [AssetBundle Analyzer](https://github.com/faelenor/asset-bundle-analyzer)
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