Custom MonoBehaviour types also are supported. Type information extracted from Unity is used in order to generate text representations of various asset types. It can create standalone mod installers from changes to. My only thought is that the developers are grouping the mesh objects in the game programmatically for performance benefits (have read a little on this) but I'm unable to reproduce. Unity Assets Bundle Extractor is an editor for Unity 3.4+//2018. May not be the best explanation, but I imagine if you know what I'm talking about then you may be familiar. The original game asset exported as 1 mesh file which contained a single dae with all of the model objects. when I build the Unity project, my dae object opens in UABE with 1 mesh file for every distinct object in the dae file. It's at this point that you would then replace the mesh file in the original shareassets file with the newly created mesh file that you've modified. Find this & other Modeling options on the Unity Asset Store. The process is then, import dae file into Unity empty project > build project > open shared assets file in UABE > export raw. Get the Mesh Tools Bundle - Extract, Double-Sided, Material Painter package from KAMGAM and speed up your game development process. When opening in Blender, there are several separate objects with their own unique UV, materials, etc, in the single '.dae' file. Using the Unity Assets Bundle Extractor (UABE), I export a singular mesh file as '.dae' A question for people familiar with modding 'sharedasset' files from games created with Unity: