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Tutorials ‐ Taking prefabs from your game rip
Check the Unity Docs for more info.
This is how you bring content from unity project to unity project (e.g. from your game rip to your mod project).
You should prefer this over manually copying files because it'll automatically include dependencies (e.g. exporting a Material will include any textures used).
When working with other people, it's important to keep in mind that each person will have their own version of the rip assets. If multiple people import the same prefab into one project, the resource files (e.g. textures) will conflict and one version of the prefab will break and need to be corrected (will usually be invisible or magenta)
For this reason, you should either
- Have one person do the transferring of the ripped assets into your project
- Communicate clearly who is transferring what to minimize overlap and lessen the number of conflicts to correct
First, drag the desired GameObject from the Hierarchy tab to the Project tab to make it into a prefab. This is what you'll ultimately be exporting (most of the time, sometimes you may just want a single material or something). Double click the created prefab file to further edit it.
You'll probably want to unstream, as well as doing Streetlights/Enable Colliders Under Selected because many things in the rip have disabled colliders for some reason.
Note
Unstreaming can also help with modelling software, because then you can export to an fbx file straight from the game.
I'm not sure what the best settings are here for something like blender. Someone more knowledgeable will have to update this page for those.

I don't think you have to do this, but you should look through all the dropdowns here. If any of them contain only .cs or .dll files then you don't need to include them.

Just drag the .unitypackage file into your project and click Import.
