Unity 3.4.1f5 Cr4ck (Windows) + Legacy Bundle Export MonoScript

FREE Unity 3.4.1f5 Cr4ck (Windows) + Legacy Bundle Export MonoScript

Unity 3.4.1f5 Cr4ck (Windows) + Legacy Bundle Export MonoScript
NOTE: The MonoScript probably does not work, it's just a proof of concept

It may be possible for Unity 3.4.1f5 to export .resourceFiles containing animation clips in a format that's close enough to FusionFall's 2011 academy build

We've provided a custom monoscript that implements a new menu option to export Legacy asset bundles:

Assets → Build Legacy Bundle
a “Build Legacy Bundle” menu item that exports your selected prefab or asset into a Unity 3.x–style bundle (format 7?)

Stable path‑ID assignment
Gathers dependencies with AssetDatabase.GetDependencies(), filters out .cs files, and loads every other asset so that m_Container and m_PreloadTable always use the same set of path‑IDs.

Complete type‑tree embedding
Builds with CompleteAssets (on your filtered assets list), writing every field—including m_Name, m_Container, m_PreloadTable—and the full serialized data for each object.

The 2011 “Academy” bundle format of FusionFall seems like it may be very similar to unity 3.4.1

The convertbundle.py script takes a format 7 bundle and maps every internal object’s original path_id to a new sequence starting at 2 (reserving 1 for the container) then rewrites every ObjectPointer in the preload table, the container entries, and nested references to use the new path IDs. It Restructures asset._objects into strict ascending order, sets srcasset.format = 6srcasset.long_object_ids = False, and Saves out a true “format 6” bundle compatible with FusionFall Retro but I'm curious if academy can just load format 3.4.1 bundles without all of this conversion nonsense lol.

Why the Unity 3.4.1f5 Editor Is Required for Importing Animated Models into FusionFall​

To make custom asset bundles compatible with FusionFall Retro and Retrobution, you must use Unity 3.4.1f5. Unlike 2.5.0, this build includes the animation window and writes out complete type trees needed by FusionFall’s Python tooling.
The pipeline for adding a custom item into FusionFall, such as an animated hat, includes:

  1. Modeling and Texturing the asset externally.
  2. Exporting it as a 6.1 FBX file—a specific format version the original FusionFall pipeline requires.
  3. Importing into Unity 3.4.1f5 and re‑importing your FBX with Animation Type = Legacy.
  4. Adding an Animation component to your prefab or scene so clips are discovered.
  5. Selecting Assets → Build Legacy Bundle to export a Unity 3.x–style bundle (format 7) with full type trees and stable path‑IDs.
  6. Using the UnityPackFF Python library to:
    • remap every ObjectPointer.path_id back to 1…N,
    • rebuild m_Container and m_PreloadTable exactly like FusionFall’s originals,
    • set asset.format = 6 (for the 2.5.0 runtime) and longObjectIDs = false,
    • then save the corrected bundle for use in FusionFall.
BundleExporter.cs hooks into the Unity 3.4.1f5 Editor and, when you select Assets → Build Legacy Bundle, it:
1. Ensures the output directory exists.

2. Loads the configured prefab (or other asset) via
Object mainAsset = AssetDatabase.LoadMainAssetAtPath( InputAssetPath );

3. Calls AssetDatabase.GetDependencies(new[]{InputAssetPath}) and dropping .cs files, you guarantee that every run produces the same set of path‑IDs → asset‑keys in m_Container and m_PreloadTable.

4. Uses CompleteAssets to embed full type trees, This flag ensures Unity writes out every field (including m_Name, m_Container, m_PreloadTable) and the complete serialized data for each object

5. Builds an asset bundle with:

bool success = BuildPipeline.BuildAssetBundle(
mainAsset,
assets, // your filtered list of dependencies (no .cs files)
OutputBundlePath,
BuildAssetBundleOptions.CompleteAssets

);

This ensures Unity includes a full type tree for every object in assets

In 3.4.1f5 that produces a Unity 3.x–style bundle (format 7?) that embeds a full type tree and pulls in every dependency.

This is interesting because Retro uses format 6 but I know Academy bundles are format 7...

Make sure you do not use any build option that strips out type trees (e.g. DisableWriteTypeTree), because UnityPackFF relies on that full type information to rewrite object pointers correctly.

6. Outputs as .resourceFile in my Project

Note: Unity will still assign its own auto‑incrementing path‑IDs (often large, non‑sequential numbers). Your scripts will remap those back to 1..N, but only if they see a complete type tree.

Unity’s C♯ API—especially in 3.4.1—has no hook to emit a true “format 6” bundle or remap path‑IDs back down to 2,3,…

So you still must invoke the Python scripts to:

- load the raw bundle,
- remap every ObjectPointer.path_id,
- rebuild the container and preload tables exactly like FusionFall’s originals,
- set asset.format = 6 (if targeting the 2.5.0 engine) and long_object_ids = false,
- and then save it back

You will need to put the mono script here:
1745020029485.png


And then run it like here:
1745020051455.png


You need to change this line to your prefab instead:
1745020101149.png

Latest updates

  1. Download Fix

    Download Fix
Top