Asset Bundle Loader

v2.2.1·Updated 2026-09-04

Library. Provides helpers to load new assets into Shadows of Doubt. Includes functions for creating ScriptableObjects from raw JSON files, as well as built Unity AssetBundles

About this mod Author’s original text

Piepieonline's AssetBundleLoader

Various methods for loading content into Shadows of Doubt, including asset bundles, raw JSON scriptable objects, and more

  • Load AssetBundles built against previous game versions, by correcting referenced PathIDs.
  • Load new ScriptableObjects from raw JSON files with text based referencing
  • Patch ScriptableObjects from partial JSON representation
  • Create Texture2D from PNG files on the file system (Uses BigGustave library to replace stripped Unity and System methods)
  • Load building floorplans from FloorSaveData JSON files, referenced from a BuildingPreset as "blueprints": [ "FLOOR:MyFloorplan" ]
  • The path is relative to the folder holding the mod's manifest, and the file name becomes the floor's name in the city's floor data, so prefix it to avoid clashing with other mods
  • Reference assets inside a mod's AssetBundle from JSON as "prefab": "BUNDLE:MyBundle.ab|MyPrefab", for the fields REF: can't reach - prefabs, meshes, textures and the like
  • The bundle path is relative to the folder holding the mod's manifest, and the asset name is the name it has inside the bundle
  • A BuildingPreset's model is finished off on load: prefabs keep their own tags, and anything left untagged is treated as a lit part of the building model, with the bundle's copies of the game's shaders swapped for the game's own
  • Reference assets the game already ships from JSON as "prefab": "VANILLA:BuildingPreset|CityHall.prefab", for prefabs, meshes and materials that no REF: can name because they aren't presets themselves
  • The reference is a preset, then the path of fields to walk from it, with list entries written as floorLayouts[0].blueprints[0]
  • A material can be copied the same way, as "copyFrom": "VANILLA:MaterialGroupPreset|Brick.material" in a prefab's material block

Manual Installation

  • Ensure you have BepInEx BE installed
  • Extract the mod to ".\BepInEx\plugins\", so you should have ".\BepInEx\plugins\AssetBundleLoader\AssetBundleLoader.dll"

Ensure the rest of the.dll files are along side the AssetBundleLoader.dll file

Source:

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
  3. For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
  4. Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.

Install locations vary a lot between mods — the bundled readme is the most reliable guide.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack_IL2CPP

File & checksum

Filename
Asset_Bundle_Loader-2.2.1.zip
File size
3.0 MiB