build-inspector
Skill18 starsChanged 7 days agoMITView on GitHub
Inspect exported game builds and release folders with ReversePort — which engine and version made them, what is inside the Godot .pck or Unity/Unreal build, extract your own project files back out, and see exactly what changed between two builds. Use for "what's in this build", "which version shipped", "compare build 43 and 44", or recovering assets from a build you made.
In this repository16 other files it gives its agents.
- AGENTS.mdAGENTS.md
- .claude/CLAUDE.mdCLAUDE.md
- llms.txtllms.txt
- rea-analysis-optimizationSkill
- rea-changelog-updateSkill
- rea-ci-tests-auditSkill
- rea-tool-designSkill
- reverse-engineer-anythingSkill
- godot-portSkill
- port-projectSkill
- port-verifySkill
- proof-caseSkill
- rebuildSkill
- reverse-engineerSkill
- troubleshootSkill
- unity-to-godotSkill
The file
We split this skill into the rules it gives an agent
1 rule. About 0 are common, 1 is distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 46
Only extract builds the user made or has the right to inspect.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Inspect and compare game builds
Identify the build
re_scan {path:"<build folder>"}Engines recognised in builds: Godot (separate .pck or pack embedded in the executable), Unity (UnityPlayer,
<Game>_Data, Mono vs IL2CPP, Unity version), Unreal (Content/Paks/*.pak, IoStore), GameMaker (data.win),
Ren'Py (.rpa), RPG Maker, Electron (app.asar), LÖVE.
Look inside
re_archive {file:"Game.pck"} → entries, sizes, types, Godot version, pack format
re_archive {file:"Game.exe"} → same, when the pack is embedded in the executable
re_archive {file, action:"extract", match:"*.gd"} → extract (MD5-checked) into the workspace or out
re_il2cpp {file:"…/Metadata/global-metadata.dat"} → Unity IL2CPP: assemblies, classes, method names, literals, C# skeleton
re_decode {path:"<extracted pack folder>"} → .gdc → .gd, .scn/.res → .tscn/.tres, project.binary → project.godot
re_archive {file:"data.win"} → GameMaker: game name/version, sprite/object/room names, textures + audio
re_archive {file:"archive.rpa"} → Ren'Py: scripts/images/audio (.rpyc = compiled AST, no source)
re_archive {file:"Master.bank"} / {file:"Init.bnk"} → FMOD events + FSB5 samples / Wwise media (.wem) + object counts
re_archive {file:"Game.pak"} → Unreal: entries, compression, stored/Zlib extract; encrypted = listed only
re_archive {file:"Build/game.data.br"} → Unity WebGL: data files, StreamingAssets, IL2CPP metadata; Emscripten .data via its loader .js
re_archive {file:"game.swf"} → Flash: stage, AS2/AS3, classes, symbols, images/sounds/ABC extract
re_archive {file:"<Game>_Data/data.unity3d"} → Unity build: objects by class and name, scenes, C# scripts in use (+ counts)
re_archive {file:"<Game>_Data/sharedassets0.assets"} → the same for one serialized file (level0, globalgamemanagers, …)
re_archive {file:"StreamingAssets/<x>.bundle", action:"extract"} → asset bundle: textures → PNG, meshes → OBJ, audio (FSB5), text, objects as JSON
re_binary {file:"<Game>_Data/Managed/Assembly-CSharp.dll"} → Unity Mono build: game classes and methods
re_binary {file:"Game.exe"} → arch, imports (graphics API, Steam, FMOD/Wwise…), hintsGodot exports store imported resources (.ctex, .scn, .res under .godot/imported/) rather than the original
files; scripts may be compiled or encrypted. Encrypted packs are reported as such — use the project source instead.
Unity bundles (LZ4/LZMA) and serialized files unpack without Unity. Player builds strip type trees: names, scripts in
use, TextAssets, audio and textures still come out, other objects extract as raw bytes (bundles give JSON). ASTC and BC7
textures are written as .astc/.dds, crunched textures as raw bytes. Encrypted bundles and Unreal paks with an
encrypted index are listed only.
Only extract builds the user made or has the right to inspect. To recover a lost project, prefer backups and version control; a build is a last resort and gives imported (not original) assets.
Compare two builds
re_compare {a:"<old build folder>", b:"<new build folder>"} → added / removed / changed files (by size, then hash)
re_compare {a:"old/Game.pck", b:"new/Game.pck"} → changed entries inside the packs (MD5)
re_compare {a:"old/Game.exe", b:"new/Game.exe"} → imports, exports and sections that changedReport: what changed (grouped: scripts, scenes, textures, audio, engine binary), the biggest size changes, anything removed that looks unintended, and whether the engine version changed.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

