| Filename | Latest commit message | Latest commit date |
|---|---|---|
| .. | ||
| unrestored/UnityProject | ||
| README.md | ||
Source recovery
The checkout contained asset contents replaced by .meta data, metadata
replaced by models/images/source code, duplicated GUIDs, and directories named
like missing files. The old Library cache was also damaged. Recoveries preserve
existing asset references wherever the original GUID could be recovered.
Provenance
UnityProject/Assets/junctionAssets.zip: restored the corrupted buildings and fence models, seven materials, four prefabs, and several metadata files from the bundledjunctionAssets - Copyarchive. Intact source files were retained.UnityProject/Scripts/other.zip: restored metadata forcanvasChooser,serverRunningMenu, anddestroyCar.- The bundled Windows server's
Simulation_Data/Managed/Assembly-CSharp.dll: decompiledCarLLandtrafficLightColorwith ILSpy 9.1.0.7988. Removed generated UNet weaving methods and changed the wovenCallRpcDecodeBitscall back to the sourceRpcDecodeBits, so Unity can weave the assembly again. The assembly SHA-256 was9b23bd2b83c61ce07b579da9b594ddd535ed543435545b355f2c94d09d53a6e4. - Unity PostProcessing v1,
commit
933df236f509ed64ae5763ed57af33f2342cd1c2: restored damaged editor scripts, missing model editors, shaders, blue-noise textures, and metadata. - Unity's original 2018.1.6 Standard Assets distribution, downloaded from the
official release installer
(MD5
b891fafc108fec1232c5b1409c79bb9c): restoredVirtualInput.cs, the damaged mobile control prefab/sprite, and associated metadata from the CrossPlatformInput package. - Original cached Unity import records: recovered lost GUIDs, model sub-asset IDs/material mappings, and native asset metadata. Texture metadata uses the corresponding intact neighboring import settings and the recovered GUID.
- Original cached textures: recovered
Lightmap-0_comp_dir.pngincluding its directionality alpha channel, andLightmap-1_comp_light.exrwith HDR values. UnityPy decoded the directional BC7 texture; bcdec decoded BC6H into floating point for OpenEXR output. These are recoveries from the imported, compressed cache, not byte-identical original source images. The HDR decoding/orientation was checked against an intact source lightmap.
The old UnityProject/Library is preserved locally at
Builds/recovery/Library-original. Recovery intermediates and audit files are
under Builds/recovery/. Neither directory is required by the restored build.
Small compatibility and startup changes
- Renamed
Assets/!exttoAssets/ThirdParty, keeping its GUIDs. In the original folder, the legacy Linux player build omitted the vendor C# classes although editor compilation succeeded. The renamed folder produces the post-processing and particle-effect classes in the player, eliminating missing-script warnings. - Initialized traffic control and notification spawning in
OnStartServer, so starting networking after the scene loads works correctly. - Initialized RPC receiver state before the first update can arrive and corrected the client disconnect callback's base method.
- Added
--server,--connect,--traffic-url, and--event-urlstartup options, disabled the old resolution popup, and removed repetitive server log output. - Added a launcher for the original Python backends plus separate UNet server and client processes. The launcher binds the HTTP services to localhost; their standalone default remains unchanged.
- Unity regenerated damaged PresetManager and UnityConnectSettings files, which had contained unrelated PlayerSettings and TimeManager data respectively.
Unrestored optional files
unrestored/ preserves corrupt files outside Unity's import tree, under their
original paths. They are not required by Main:
- One unused motion-capture FBX animation.
- An unused
tweet.prefab; the working scene usesclientGame.prefabinstead. - A reference photograph and three FBX exporter documentation/archive files.
FbxExportSettings.asset, which incorrectly contained EditorSettings YAML rather than the exporter's JSON settings and caused an import exception.
These files still need an intact source if their optional functionality is
wanted. The Windows-only FBX exporter tools were not ported. Existing backup
.blend1 files are retained and ignored by Git.