Asset Editor for Pillars of Eternity
This is a Unity Editor Extension which allows Unity to work with .unity3d and .assetbundle files. Can't extract things out yet (but you can do that with Disunity). You can import stuff in though, so you're all set.
It's supposed to allow you to edit/replace variables, meshes, sounds, textures, particles, shaders, animations, and maybe some other things that I can't think of right now.
To use it, you need 4.6.1p2 and it has to be Pro in order to save your changes (use torrents, there is a patch that works on all Unity versions). Alternatively, you can get a 30 days trial if you like, and you can renew it by simply creating a new account every time (no credit card required I've been told).
Here is the Asset Editor in form of Unity project: link
It's been discovered that items don't have shaders included with them and materials don't have shaders assigned to them, so if you open a sword, for instance, change a few numerical values and save it that way, it will become completely purple in game. Do the following:
- Download all PoE's custom shaders here and import them into your project (by simply dragging the folder with shaders onto your in-project folders).
- Whenever you work with an item that has a 3d model in game, don't forget to click on the material component and assign a shader to it (if it's not assigned by default, you will see a completely purple 3d model or sphere, textureless).
In case of Shields, use PE_BumpSpec #714.shader or once imported Trenton/Characters/PE_BumpSpec.
Here's a visual aid:
Information for programmers
If a new PoE version comes out and you need to update the Asset Editor because I've stopped doing it, here's how it works.
First, find out what Unity version Obsidian is using by opening any unity3d file in any text editor and you'll see a line with the exact version that you need (most likely first line). Different Unity versions are known to use slightly different algorithms to write unity3d files. Download and install it.
Then, you need to delete all contents from Test2\Assets\ except for three folders: Editor, Polenter and Resources.
After that, you need to acquire all .cs files from Pillar's Assembly-CSharp.dll. Originally I did it by decompiling it in .Net Reflector and then corrected everything that didn't compile manually for about 10 hours. This is a bit extreme, so I've come up with another way to do it. Download this project and run it in any IDE of your preference: link
It's a custom decompiler based on Cecil + ICSharpCode.Decompiler + ILSpy. It removes all methods from all types, and removes all contents from all constructors (in a few cases, removes constructors entirely). This is still not perfect (structs need their fields to be assigned a value in their constructors, among a few other problems that it creates), but it will only take you about 15 minutes to correct all code errors. So after running this code (and hopefully it doesn't throw an error at you), you'll have a bunch of .cs files and a few folders - just place them back into Test2\Assets\ and start correcting errors. When you've corrected them all, the editor extension button will appear just like on the screenshot.