LowLevel/
)This data level provides the most granular, detailed, and raw view of the project's assets. It is designed for deep inspection of specific object properties, component values, and raw file contents.
Use this data ONLY when:
The LowLevel
folder contains a highly detailed breakdown of the project, where scenes and prefabs are exploded into their constituent GameObjects.
LowLevel/
├── Assets/
│ ├── Scenes/
│ │ └── SampleScene.unity/ // A directory, not a file
│ │ ├── 14854.json // Represents the Main Camera GameObject
│ │ ├── 99012.json // Represents the Player Character GameObject
│ │ └── root_objects.json // Lists the fileIDs of top-level objects
│ ├── Scripts/
│ │ └── PlayerController.cs // The actual C# script file
│ └── Shaders/
│ └── Lit.shader // The actual shader file
└── ProjectSettings/
├── TagManager.json
└── ... (other raw project settings files as JSON)
Assets/.../{fileID}.json
This file represents a single GameObject or Component from a scene or prefab. The filename is the object's unique fileID
within its original asset file. This is a raw dump of the object's data as seen in the YAML source.
Schema Example (99012.json
for the Player Character):
{
"GameObject": {
"m_ObjectHideFlags": 0,
"m_CorrespondingSourceObject": { "fileID": 0 },
"m_PrefabInstance": { "fileID": 0 },
"m_PrefabAsset": { "fileID": 0 },
"m_Component": [
{ "component": { "fileID": 990120 } }, // Link to its own Transform
{ "component": { "fileID": 990121 } }, // Link to a BoxCollider
{ "component": { "fileID": 990122 } } // Link to a MonoBehaviour
],
"m_Layer": 8,
"m_Name": "Player Character",
"m_TagString": "Player",
"m_IsActive": 1
}
}
Transform
component (e.g., 990120.json
) and look for the m_LocalPosition
property within it.MonoBehaviour
component (e.g., 990122.json
) and look for the m_Script
property, which contains the script's GUID.Assets/.../root_objects.json
This file contains a simple JSON list of the fileID
s for all the root (top-level) GameObjects within that scene or prefab.
Schema Example:
[
14854,
99012,
123456
]
*.cs
and *.shader
files: These are direct, plain-text copies of the original source files.ProjectSettings/*.json
: These are raw, one-to-one conversions of the corresponding .asset
files from YAML to JSON.The JSON files in this folder may have been processed by json_reducer.py
.
If the data is shrunken:
{"key_mapper":{"k0":"GameObject",...},"data":{"k0":{...}}}
key_mapper
to de-tokenize the keys in the data
object before you can interpret the schema.json_reducer
also removes keys with empty values. If a key is missing from a de-tokenized object, you can assume its value was empty.Once de-tokenized, the data will conform to the schemas described above.