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We can probably read in binaries for asset files

On the assumption that ALL the asset file formats have text and binary formats, and it appears that all the text formats are YAML based, it is probable that the binary formats are very straight-forward serializations of the data in the YAML format.

If we can flip back-and-forth between text and binary easily enough then it should be pretty trivial to reverse engineer the binary format, and to support reading that in too.

How many different asset file formats are there?

I think ...

.asset Used in Player settings and maybe for all asset instances? (binary)
.meta YAML metadata for any asset within the tree (folders and files)
.prefab Prefabs (ie. composite assets which get instanced in the scene) (binary)
.unity3d asset bundles (and others?) (binary)
.unity scene files (binary)

And maybe ALL the files are in the same basic format, with YAML and binary versions?

Projects are just implicit, with the Editor pointing at a root directory.

The "Assets" folder is special, with everything under that being imported. Assets include graphics, audio files, etc and also "scripts", which can be CS files or UnityScript or Boo. We don't care about UnityScript or Boo, and won't support them at all, if possible.

"Editor" folders have a special meaning, with content in them ONLY being used within the Editor, and exported to the CSharp-Editor assembly.

"Resources" are assets which get copied into the generated Player, but bundled into some opaque format, where you can get them back with Resources.Load, but they are always opaque and inaccessible directly. You just get Object instances made available to you.

"Streaming Assets" also end up in the Player, but I believe they are copied as-is, so they are for TXT files and other configuration stuff which isn't "Unity-like".

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