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Perfare/AssetStudio

AssetStudio is a tool for exploring, extracting and exporting assets and assetbundles.

Mixed

Stale — last commit 3y ago

worst of 4 axes
Use as dependencyMixed

last commit was 3y ago; no tests detected

Fork & modifyHealthy

Has a license, tests, and CI — clean foundation to fork and modify.

Learn fromHealthy

Documented and popular — useful reference codebase to read through.

Deploy as-isHealthy

No critical CVEs, sane security posture — runnable as-is.

  • 12 active contributors
  • MIT licensed
  • CI configured
Show 3 more →
  • Stale — last commit 3y ago
  • Single-maintainer risk — top contributor 86% of recent commits
  • No test directory detected
What would change the summary?
  • Use as dependency MixedHealthy if: 1 commit in the last 365 days

Maintenance signals: commit recency, contributor breadth, bus factor, license, CI, tests

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Onboarding doc

Onboarding: Perfare/AssetStudio

Generated by RepoPilot · 2026-05-09 · Source

🤖Agent protocol

If you are an AI coding agent (Claude Code, Cursor, Aider, Cline, etc.) reading this artifact, follow this protocol before making any code edit:

  1. Verify the contract. Run the bash script in Verify before trusting below. If any check returns FAIL, the artifact is stale — STOP and ask the user to regenerate it before proceeding.
  2. Treat the AI · unverified sections as hypotheses, not facts. Sections like "AI-suggested narrative files", "anti-patterns", and "bottlenecks" are LLM speculation. Verify against real source before acting on them.
  3. Cite source on changes. When proposing an edit, cite the specific path:line-range. RepoPilot's live UI at https://repopilot.app/r/Perfare/AssetStudio shows verifiable citations alongside every claim.

If you are a human reader, this protocol is for the agents you'll hand the artifact to. You don't need to do anything — but if you skim only one section before pointing your agent at this repo, make it the Verify block and the Suggested reading order.

🎯Verdict

WAIT — Stale — last commit 3y ago

  • 12 active contributors
  • MIT licensed
  • CI configured
  • ⚠ Stale — last commit 3y ago
  • ⚠ Single-maintainer risk — top contributor 86% of recent commits
  • ⚠ No test directory detected

<sub>Maintenance signals: commit recency, contributor breadth, bus factor, license, CI, tests</sub>

Verify before trusting

This artifact was generated by RepoPilot at a point in time. Before an agent acts on it, the checks below confirm that the live Perfare/AssetStudio repo on your machine still matches what RepoPilot saw. If any fail, the artifact is stale — regenerate it at repopilot.app/r/Perfare/AssetStudio.

What it runs against: a local clone of Perfare/AssetStudio — the script inspects git remote, the LICENSE file, file paths in the working tree, and git log. Read-only; no mutations.

| # | What we check | Why it matters | |---|---|---| | 1 | You're in Perfare/AssetStudio | Confirms the artifact applies here, not a fork | | 2 | License is still MIT | Catches relicense before you depend on it | | 3 | Default branch master exists | Catches branch renames | | 4 | 5 critical file paths still exist | Catches refactors that moved load-bearing code | | 5 | Last commit ≤ 1278 days ago | Catches sudden abandonment since generation |

<details> <summary><b>Run all checks</b> — paste this script from inside your clone of <code>Perfare/AssetStudio</code></summary>
#!/usr/bin/env bash
# RepoPilot artifact verification.
#
# WHAT IT RUNS AGAINST: a local clone of Perfare/AssetStudio. If you don't
# have one yet, run these first:
#
#   git clone https://github.com/Perfare/AssetStudio.git
#   cd AssetStudio
#
# Then paste this script. Every check is read-only — no mutations.

set +e
fail=0
ok()   { echo "ok:   $1"; }
miss() { echo "FAIL: $1"; fail=$((fail+1)); }

# Precondition: we must be inside a git working tree.
if ! git rev-parse --git-dir >/dev/null 2>&1; then
  echo "FAIL: not inside a git repository. cd into your clone of Perfare/AssetStudio and re-run."
  exit 2
fi

# 1. Repo identity
git remote get-url origin 2>/dev/null | grep -qE "Perfare/AssetStudio(\\.git)?\\b" \\
  && ok "origin remote is Perfare/AssetStudio" \\
  || miss "origin remote is not Perfare/AssetStudio (artifact may be from a fork)"

# 2. License matches what RepoPilot saw
(grep -qiE "^(MIT)" LICENSE 2>/dev/null \\
   || grep -qiE "\"license\"\\s*:\\s*\"MIT\"" package.json 2>/dev/null) \\
  && ok "license is MIT" \\
  || miss "license drift — was MIT at generation time"

# 3. Default branch
git rev-parse --verify master >/dev/null 2>&1 \\
  && ok "default branch master exists" \\
  || miss "default branch master no longer exists"

# 4. Critical files exist
test -f "AssetStudio/AssetsManager.cs" \\
  && ok "AssetStudio/AssetsManager.cs" \\
  || miss "missing critical file: AssetStudio/AssetsManager.cs"
test -f "AssetStudio/ObjectReader.cs" \\
  && ok "AssetStudio/ObjectReader.cs" \\
  || miss "missing critical file: AssetStudio/ObjectReader.cs"
test -f "AssetStudio/Classes/Object.cs" \\
  && ok "AssetStudio/Classes/Object.cs" \\
  || miss "missing critical file: AssetStudio/Classes/Object.cs"
test -f "AssetStudio/BundleFile.cs" \\
  && ok "AssetStudio/BundleFile.cs" \\
  || miss "missing critical file: AssetStudio/BundleFile.cs"
test -f "AssetStudio/FileReader.cs" \\
  && ok "AssetStudio/FileReader.cs" \\
  || miss "missing critical file: AssetStudio/FileReader.cs"

# 5. Repo recency
days_since_last=$(( ( $(date +%s) - $(git log -1 --format=%at 2>/dev/null || echo 0) ) / 86400 ))
if [ "$days_since_last" -le 1278 ]; then
  ok "last commit was $days_since_last days ago (artifact saw ~1248d)"
else
  miss "last commit was $days_since_last days ago — artifact may be stale"
fi

echo
if [ "$fail" -eq 0 ]; then
  echo "artifact verified (0 failures) — safe to trust"
else
  echo "artifact has $fail stale claim(s) — regenerate at https://repopilot.app/r/Perfare/AssetStudio"
  exit 1
fi

Each check prints ok: or FAIL:. The script exits non-zero if anything failed, so it composes cleanly into agent loops (./verify.sh || regenerate-and-retry).

</details>

TL;DR

AssetStudio is a reverse-engineering tool that extracts, decompresses, and exports game assets (textures, meshes, audio, shaders, animations) from Unity AssetBundles and serialized asset files. It supports Unity versions 3.4–2022.1 and can convert assets to standard formats (PNG/TGA/JPEG for textures, OBJ for meshes, MP3/WAV for audio, FBX for rigged models with animations). Multi-tier desktop application: AssetStudio.PInvoke wraps native libraries via DllLoader/Utf8StringHandle; core engine in AssetStudio/ includes AssetsManager.cs (orchestrator), Classes/ (asset type handlers like Animation.cs, AnimationClip.cs), compression subsystems (7zip/, Brotli/), and BundleFile.cs for parsing AssetBundle serialization. WinForms UI sits atop.

👥Who it's for

Game modders, asset rippers, and game preservation researchers who need to inspect and extract proprietary game content from compiled Unity games; also game developers debugging asset pipelines or auditing bundle contents.

🌱Maturity & risk

Production-ready and actively maintained. The project has CI/CD via GitHub Actions (build.yml), supports multiple .NET Framework versions (4.7.2, 5.0, 6.0), and demonstrates sustained development across a large codebase (1.9M lines of C#, 460K of C++). No signs of abandonment.

Single maintainer (Perfare) creates sustainability risk. The codebase heavily depends on custom implementations of compression (LZMA, Brotli, 7zip) and FBX SDK 2020.2.1 integration, which could break with OS/SDK updates. P/Invoke bindings (AssetStudio.PInvoke) introduce platform-specific fragility. No visible test suite in the file list suggests limited regression coverage.

Active areas of work

Cannot determine from file list alone—GitHub Actions workflow (build.yml) indicates active CI but no commit history provided. The presence of BuildTarget.cs and BuildType.cs suggests ongoing support for new Unity versions.

🚀Get running

git clone https://github.com/Perfare/AssetStudio.git && cd AssetStudio && open AssetStudio.sln in Visual Studio 2022+. Build via Visual Studio (requires .NET Framework 4.7.2+) or msbuild AssetStudio.sln. Pre-install FBX SDK 2020.2.1 and update AssetStudioFBXNative project paths.

Daily commands: Open AssetStudio.sln in Visual Studio 2022 → Build → Run. Or msbuild AssetStudio.sln /p:Configuration=Release. Application loads .assetbundle files via File menu; decompresses in memory or extracts to disk.

🗺️Map of the codebase

  • AssetStudio/AssetsManager.cs — Core asset loading and management orchestrator that coordinates file reading, parsing, and asset extraction—all workflows depend on this.
  • AssetStudio/ObjectReader.cs — Central deserializer that converts binary asset data into strongly-typed object instances; critical for understanding how Unity asset format is parsed.
  • AssetStudio/Classes/Object.cs — Base class for all Unity asset types; defines the fundamental object model that all 40+ asset classes inherit from.
  • AssetStudio/BundleFile.cs — Handles AssetBundle format parsing and extraction; required for loading compressed/bundled asset files.
  • AssetStudio/FileReader.cs — Low-level binary file I/O abstraction; bridges disk and memory with stream management for all asset reads.
  • AssetStudio/EndianBinaryReader.cs — Endian-aware binary parsing wrapper; ensures correct byte-order interpretation across Unity's big/little-endian data formats.
  • AssetStudio/Classes/PPtr.cs — Pointer abstraction for cross-asset references; essential for reconstructing object dependency graphs and asset hierarchies.

🛠️How to make changes

Add Support for a New Asset Type

  1. Create a new class in AssetStudio/Classes/ inheriting from Object or an existing asset base class (e.g., NamedObject). For example, AssetStudio/Classes/NewAssetType.cs. (AssetStudio/Classes/NewAssetType.cs)
  2. Implement the Read(ObjectReader reader) method to deserialize your asset's fields from the binary stream, following the Unity serialization format for your target version. (AssetStudio/Classes/NewAssetType.cs)
  3. Register the new ClassIDType in AssetStudio/ClassIDType.cs enum if it uses a new Unity class ID. (AssetStudio/ClassIDType.cs)
  4. Update AssetStudio/ObjectReader.cs in the ReadObject() method to instantiate and read your new type based on ClassIDType. (AssetStudio/ObjectReader.cs)
  5. Add export logic in ImportHelper.cs if your type needs custom export formatting (e.g., JSON, binary, custom format). (AssetStudio/ImportHelper.cs)

Add a New Compression Codec or Decompression Method

  1. If adding a new standard codec (not LZMA/Brotli), create a new folder under AssetStudio/[CodecName]/ with decoder implementation. (AssetStudio/[CodecName]/Decoder.cs)
  2. Implement the ICoder interface (AssetStudio/ICoder.cs) with Code() method for decompression logic. (AssetStudio/[CodecName]/Decoder.cs)
  3. Integrate decompression dispatch in BundleFile.cs, updating the block decompression logic to detect and route to your codec. (AssetStudio/BundleFile.cs)
  4. Test with real AssetBundle files using AssetsManager.LoadFiles() to verify extraction works end-to-end. (AssetStudio/AssetsManager.cs)

Support a New Unity Version's Asset Format Changes

  1. Update BuildType.cs and/or BuildTarget.cs enums if new platforms or build configurations are introduced. (AssetStudio/BuildType.cs)
  2. In ObjectReader.cs, add version-specific conditional logic (check reader.version) to handle format differences in Read() calls for affected asset types. (AssetStudio/ObjectReader.cs)
  3. Update individual asset class Read() methods in AssetStudio/Classes/ to conditionally deserialize new/removed fields based on version checks. (AssetStudio/Classes/Texture2D.cs)
  4. Validate by loading asset files from the new Unity version in AssetsManager and verifying asset properties are correctly populated. (AssetStudio/AssetsManager.cs)

🔧Why these technologies

  • C# / .NET Framework 4.7.2+ — Matches Unity's ecosystem; enables straightforward mapping of Unity serialized data to managed objects; strong binary I/O support.
  • LZMA & Brotli decompression — Unity uses these codecs for AssetBundle compression; both are implemented in-house to avoid external dependencies.
  • Endian-aware binary reader — Unity assets can be serialized in big or little-endian format; platform-agnostic parsing is essential.
  • P/Invoke (DllLoader) — Allows calling native libraries for platform-specific optimizations or third-party codec implementations.

⚖️Trade-offs already made

  • Embedded LZMA and Brotli codecs instead of external NuGet packages

    • Why: Reduces external dependencies; provides full control over decompression behavior and Unity format specifics.
    • Consequence: Increases codebase size and maintenance burden; developers must understand two compression algorithms.
  • Single-threaded asset deserialization with optional parallel decompression

    • Why: Simplifies object graph construction and dependency resolution; avoids race conditions in asset references.
    • Consequence: Large asset files are deserialized sequentially; performance is I/O-bound rather than CPU-bound.
  • In-memory asset caching via AssetsManager dictionary

    • Why: Enables fast repeated access to assets; supports dependency chasing across asset graphs.
    • Consequence: Memory usage grows linearly with loaded assets; no LRU eviction or disk-based caching strategy.
  • Type-unsafe ObjectReader with class ID dispatch instead of reflection-based deserialization

    • Why: Precise control over byte order, alignment, and version-specific field layouts; matches Unity's format exactly.
    • Consequence: Verbose switch statements for each class ID; adding new asset types requires explicit Reader.Read() methods.

🚫Non-goals (don't propose these)

  • Does not handle authentication, digital rights management (DRM), or asset encryption beyond standard Unity compression.
  • Does not support real-time editing or re-serialization of assets back to Unity-compatible format.
  • Does not provide a graphical UI—this is a library; CLI/GUI tools are built separately on top.
  • Does not support Unity versions before 3.4 or after 2022.1 (as stated in README).
  • Does not handle platform-specific runtime bytecode (IL2CPP, Mono) or scripting logic—only extracts serialized data.

🪤Traps & gotchas

FBX SDK 2020.2.1 installation is mandatory but not automated—build will fail silently if paths in AssetStudioFBXNative project file aren't updated manually. Memory usage can spike to GB when decompressing large bundles (see Brotli/Decode.cs and BigArrayPool.cs). Utf8StringHandle.cs suggests custom string marshaling; improper use crashes P/Invoke layer. ClassIDType.cs is incomplete for newer Unity versions, causing 'unknown asset type' errors on recent game assets. Platform specifics: .NET Framework 4.7.2 build required for Windows XP/7 compatibility; net5/net6 builds have different runtime dependencies.

🏗️Architecture

💡Concepts to learn

  • AssetBundle serialization format — BundleFile.cs entirely depends on understanding Unity's proprietary binary format for asset bundles—compression headers, block offsets, asset metadata layout—without this knowledge, decompression fails
  • LZMA compression algorithm — 7zip/Compress/LZMA/ is a custom implementation critical for decompressing older Unity bundles; understanding range coding and dictionary matching is needed to debug or optimize decompression
  • Brotli compression algorithm — Brotli/ folder implements modern compression used in Unity 2020+; the sliding window and Huffman tree logic are non-trivial and affect memory usage during asset extraction
  • P/Invoke (Platform Invocation Services) — AssetStudio.PInvoke/ wraps native FBX SDK and compression DLLs; misunderstanding calling conventions, marshaling, or memory lifetime causes crashes and data corruption
  • FBX SDK binary format and API — AssetStudioFBXNative interfaces with Autodesk FBX SDK 2020.2.1 to export rigged models and animations; the API is C++ only and version-sensitive, making upgrades risky
  • Memory pooling and ArrayPool pattern — BigArrayPool.cs mitigates GC pressure during bulk decompression of multi-gigabyte bundles; improper use or removal will cause out-of-memory errors on large games
  • Serialization endianness and offset tracking — Reading binary asset data requires tracking byte offsets, endianness (little-endian for modern Unity), and alignment padding; errors propagate through all asset deserializers in Classes/
  • Perfare/Il2CppDumper — Companion tool by same author that generates dummy DLLs from Il2Cpp games, used with AssetStudio to export MonoBehaviour data
  • Unity-Technologies/2d-extras — Official Unity 2D sprite/animation utilities; useful reference for understanding Sprite and AnimationClip serialization formats
  • khronos-group/glTF-Sample-Models — Reference mesh models and formats; valuable for validating OBJ/FBX export correctness against known good 3D data
  • ds5678/AssetRipper — Modern C# alternative to AssetStudio focusing on full project reconstruction; overlapping feature set and codebase lineage
  • google/brotli — Official Brotli reference implementation; AssetStudio's Brotli/ folder is a C# port of this

🪄PR ideas

To work on one of these in Claude Code or Cursor, paste: Implement the "<title>" PR idea from CLAUDE.md, working through the checklist as the task list.

Add unit tests for Brotli decompression and 7zip LZMA codec

AssetStudio includes custom implementations of Brotli (AssetStudio/Brotli/.cs) and 7zip LZMA compression (AssetStudio/7zip/Compress/LZMA/.cs). These are critical for decompressing asset bundles, but there are no visible test files in the repo. Adding unit tests would catch regressions in decompression logic across different Unity versions and compression formats, which is essential for a tool processing binary assets.

  • [ ] Create AssetStudio.Tests project referencing AssetStudio.csproj
  • [ ] Add test fixtures with sample compressed asset bundle data for Brotli decompression
  • [ ] Add unit tests in AssetStudio.Tests/Brotli/ for Decode.cs and BitReader.cs with known input/output pairs
  • [ ] Add unit tests in AssetStudio.Tests/SevenZip/ for LzmaDecoder.cs covering edge cases
  • [ ] Update .github/workflows/build.yml to run tests on all commits

Implement ClassIDType enum mapping tests and add missing class parsers

The ClassIDType.cs file defines Unity object types (Texture2D, Mesh, etc.), and AssetStudio/Classes/ contains parsers for many types. However, there's no systematic test ensuring all ClassIDType enums have corresponding parser implementations, and some common types may be missing. This prevents proper asset extraction for certain file types and creates silent failures.

  • [ ] Audit ClassIDType.cs enum values against existing Class files in AssetStudio/Classes/
  • [ ] Create AssetStudio.Tests/Classes/ClassParserMappingTest.cs to verify coverage
  • [ ] Identify missing parser implementations (e.g., check if ParticleSystem, Canvas, UI components exist)
  • [ ] Implement missing parser classes for commonly-used Unity types referenced in ClassIDType.cs
  • [ ] Document in README which asset types are currently unsupported

Add serialization/deserialization tests for PPtr and Object type parsing

AssetStudio/Classes/Object.cs, PPtr.cs, and related files handle deserialization of binary asset data from different Unity versions (3.4-2022.1). These are core to the extraction process but lack visible regression tests. Subtle version incompatibilities or endianness issues can break asset extraction silently. Integration tests with real asset bundles from different Unity versions would catch these.

  • [ ] Create AssetStudio.Tests/Serialization/ directory
  • [ ] Add test asset bundles (small, public domain) built with Unity 2019, 2020, 2022 as test fixtures
  • [ ] Write tests in AssetStudio.Tests/Serialization/ObjectDeserializationTest.cs verifying PPtr resolution across versions
  • [ ] Add tests for endianness handling in big-endian vs little-endian platforms
  • [ ] Document test asset bundle provenance in a TEST_ASSETS.md file

🌿Good first issues

  • Add unit tests for Brotli/Decode.cs and 7zip/Compress/LZMA/LzmaDecoder.cs decompression—currently no test files visible; would catch regressions in compression handling and support validation against known test vectors.
  • Document the ClassIDType enum mapping by adding XML comments and a CSV reference table showing which Unity versions introduced each ClassID—currently opaque to new contributors trying to add asset type support.
  • Implement missing asset type classes for newer Unity 2021+ assets (e.g., TextureImporterSettings, SerializedAnimationTrack)—visible in commit history but not yet in Classes/ directory; prevents extraction of modern game assets.

Top contributors

Click to expand

📝Recent commits

Click to expand
  • d158e86 — support 2022.1 (Perfare)
  • b70b519 — update enum (Perfare)
  • 4f88841 — Fixed #962 (Perfare)
  • dc9429f — minor improvements (Perfare)
  • a3c16ed — avoid useless search for non exist files (#967) (qiankanglai)
  • 5b83eeb — support 2021.3 (Perfare)
  • 1fcf7a4 — BundleFile fix (Perfare)
  • 973d50c — Fix type conversion bug (Perfare)
  • 50485a9 — update project file (Perfare)
  • dbb3d3f — revert (Perfare)

🔒Security observations

AssetStudio is a specialized asset extraction tool with moderate security concerns primarily related to parsing untrusted binary files and P/Invoke operations. The main risks stem from handling potentially malicious asset bundles, binary deserialization without comprehensive validation, and unsafe native interop. The codebase lacks visible hardcoded secrets and SQL injection risks (not a web/database application). Recommended improvements include implementing strict input validation for binary parsing, bounds checking, decompression limits, and DLL validation for P/Invoke calls. The tool's purpose (analyzing game assets) inherently requires processing untrusted files, making robust validation critical.

  • Medium · Use of Unsafe P/Invoke Operations — AssetStudio.PInvoke/DllLoader.cs. The AssetStudio.PInvoke namespace contains DllLoader.cs which likely performs dynamic DLL loading. This can be a security risk if not properly validated, as it may allow loading of malicious DLLs or expose the application to DLL injection attacks. Fix: Implement strict DLL validation using digital signatures, hash verification, and restrict loading to known safe locations. Consider using only explicitly referenced native libraries with proper signing.
  • Medium · Potential Unsafe Binary Parsing — AssetStudio/EndianBinaryReader.cs and all Classes/*.cs files performing deserialization. The codebase extensively uses EndianBinaryReader for parsing binary asset files. Without proper bounds checking and validation, this could lead to buffer overflows, integer overflows, or out-of-bounds memory access when processing malformed asset files. Fix: Implement comprehensive input validation, bounds checking for all read operations, and consider using safer parsing patterns. Add checks for file size limits and expected structure sizes before parsing.
  • Medium · Unvalidated Asset File Processing — AssetStudio/AssetsManager.cs, AssetStudio/BundleFile.cs. The AssetsManager.cs and BundleFile.cs likely process untrusted asset bundle files without comprehensive validation. Malicious or malformed files could trigger unexpected behavior, crashes, or potentially code execution. Fix: Implement strict validation of asset file formats, magic numbers, and structure before processing. Add size limits and parsing timeouts. Implement sandboxing for asset processing.
  • Low · Compression Decompression Without Rate Limiting — AssetStudio/Brotli/Decode.cs, AssetStudio/7zip/Compress/LZMA/LzmaDecoder.cs. The Brotli and LZMA decompression implementations (Brotli/Decode.cs, Compress/LZMA/LzmaDecoder.cs) may be vulnerable to decompression bomb attacks if processing untrusted compressed data without size limits. Fix: Implement maximum decompressed size limits, add timeouts for decompression operations, and validate compressed data integrity before decompression. Monitor memory usage during decompression.
  • Low · Missing Input Validation in String Handling — AssetStudio.PInvoke/Utf8StringHandle.cs, AssetStudio/CommonString.cs. The Utf8StringHandle.cs and CommonString.cs may handle external string data without proper validation, potentially leading to encoding issues or injection vulnerabilities if strings are used in subsequent operations. Fix: Implement strict UTF-8 validation, reject invalid encoding sequences, and sanitize strings before use in any security-sensitive operations.
  • Low · No Visible Security Configuration Management — Repository root level. The codebase lacks visible security configuration files (.env, security.json, etc.) for managing sensitive settings, though this is partially acceptable for an open-source extraction tool. Fix: If sensitive configuration becomes necessary, use dedicated secure configuration management. Never commit credentials or secrets to version control.
  • Low · Potential Path Traversal in Asset Extraction — AssetStudio/Classes/*, AssetStudio/AssetsManager.cs (implied extraction functionality). The file structure suggests asset extraction capabilities. Without proper path validation, extracting assets with attacker-controlled names could lead to path traversal attacks writing files outside intended directories. Fix: Implement strict path validation using System.IO.Path.GetFullPath() combined with a whitelist approach. Reject any paths with '..' or absolute paths. Validate all extracted filenames.

LLM-derived; treat as a starting point, not a security audit.


Generated by RepoPilot. Verdict based on maintenance signals — see the live page for receipts. Re-run on a new commit to refresh.

Mixed signals · Perfare/AssetStudio — RepoPilot