Most of the time, you should just use the dependencies list in AssetsFileInstance.
![unity assets file unity assets file](https://i.imgur.com/C1z4wiD.png)
LoadAssetsFile returns an AssetsFileInstance which is a wrapper for two classes. LoadAssetsFile( "resources.assets ", true) //true = load dependencies
#UNITY ASSETS FILE FULL#
Here's a full example to read all name strings from all GameObjects from resources.assets.
![unity assets file unity assets file](http://devxdevelopment.com/UnPackerPage10.png)
To help write code, you'll want to open the file you want to read/write in a tool like AssetsView.NET (in this repo) so you can see what assets have what fields. For example, there is no code to "extract sprites", but you can see the fields that store that information. Any asset type is supported, both in assets files and bundles, but making sense of it is up to you. However, you can pretty much edit anything and everything you want. The library is very low-level, and even with helper functions, some features still take a bit of boilerplate.
![unity assets file unity assets file](https://miro.medium.com/max/1838/1*RtGOvMinGkzBWnTiOyDM7w.png)