unpackrat brings support for exotic archives to FAR Manager. It ships as a set of Observer plugin modules, one per archive format, that present an archive as an ordinary folder you can browse and extract from. Each module is a single self-contained DLL with its dependencies built in and no external runtime DLLs to install.
Install FAR Manager and the Observer plugin host first; unpackrat adds archive support on top of them. Take the module ZIP whose architecture matches your FAR Manager and Observer build (x86 or x64), not the architecture of your operating system. Choose the newest published release from the module's release listing below.
| Module | Formats | Release | ChangeLog |
|---|---|---|---|
| Ren'Py | .rpa (RPA-1.0 with adjacent .rpi, RPA-2.0, RPA-3.0) |
renpy | RU EN |
| RPG Maker | .rgssad (XP, RGSS1), .rgss2a (VX, RGSS2), .rgss3a (VX Ace, RGSS3) |
rpgmaker | RU EN |
| Zanzarah | .pak |
zanzarah | RU EN |
| Godot | .pck |
godot | RU EN |
| WolfRPG | .wolf, .wolfx |
wolfrpg | RU EN |
| Unity | Unity serialized files and asset bundles (e.g. .assets, .bundle, .unity3d) |
unity | RU EN |
Unity support is a published module. Open one selected Unity .assets, .bundle
or data.unity3d file; UnityFS internal bundles are handled automatically. Sibling resS and
resource files, and the other dependencies the selected file references, are resolved for that
selected file, while resources owned by unrelated dependencies are not added, so keep the sidecar
files next to the selected file. Whole-game catalogues and code decompilation are not offered.
Each entry converts on demand to its own output file. Texture2D exports the complete texture as
PNG, including atlas textures. Individual Sprite images are not reconstructed or listed; their
pixels remain in the complete textures. TextAsset keeps its original bytes as .bin, which does
not mean plain text only.
Texture memory checks use the actual decoded pixel format and account for PNG conversion and
encoder buffers. Ordinary textures accept up to 256 MiB of source data and decoded pixels,
subject to a 1 GiB working-memory estimate per extraction. Block-compressed and crunched textures, platform-specific
Xbox/Switch conversions and PNG images wider or taller than 65535 pixels retain the previous
stricter limits. These limits bound individual operations; they do not reserve memory in FAR.
AudioClip uses the mature Fmod5Sharp decoder: FSB5 single-sample PCM and ADPCM export to WAV and
Vorbis to Ogg, legacy stored sound bytes are preserved, and unsupported FSB5 banks or codecs keep
their raw .fsb. Embedded fonts export to TTF/OTF/TTC, VideoClip and MovieTexture keep their
stored container (OGV for MovieTexture), and Mesh geometry becomes GLB, without a reconstructed
scene, materials or animations.
Original hierarchy paths are kept when present, with literal {Type} folders as a fallback.
DisplayedSize and PackedSize report the original source payload length (0 means unknown); converted
output may differ. An unsupported resource variant or a source geometry budget refusal fails that
one entry's export, so not every variant or Unity version is guaranteed. External code,
MonoBehaviour, ScriptableObject, Material and AnimationClip are outside this resource
feature. The Unity module is a single DLL with no
separate .NET runtime to install.
Each module ZIP carries the module DLL for one architecture, its observer_user.ini, both
human-written change logs and a generated LICENSES.txt at the archive root.
Unpack the ZIP for the architecture that matches your FAR Manager and Observer build into
%FARHOME%\Plugins\Observer\modules\, where %FARHOME% is your FAR Manager installation folder. If
you already have modules there, merge the archive's observer_user.ini with the existing file so
every module stays registered, then restart FAR Manager. After that, open a supported archive in FAR
and press Enter or Ctrl+PgDn: Observer shows its contents as a regular folder you can browse and
extract from with the usual FAR commands.
unpackrat's own source is released under the MIT License.
The build produces self-contained /MT MSVC modules for x86 and x64 with no external runtime
DLLs to ship. The full command contract, prerequisites and quality gates live in
docs/build-system.md; the common entry points are:
.\build.ps1 build -Arch x86,x64 -Config Release
.\build.ps1 test -Arch x86,x64 -Config Debug
.\build.ps1 ci-source
.\build.ps1 ci-arch -Arch x64
.\build.ps1 package