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Priority service · Unity Source Extraction

The whole Unity project, out of the shipped build.

Send the store listing or the build. Our own extraction pipeline reverses a Unity game that already shipped — Android, iOS or desktop — and rebuilds the project behind it: scripts, scenes, prefabs, shaders, sprites, audio and project settings, delivered as a project that opens, compiles and runs in Unity.

From $1,000  ·  most projects $1,500 – $3,000  ·  fixed quote before work starts

Budget

From $1,000

Typical range

$1,500 – $3,000

Deliverable

Full Unity project source

Requirement

Ownership or authorization

What you receive

A project you can open, not a folder of loose files.

The recovered material arrives as a Unity project with its structure restored, plus a plain report of what survived and what did not.

C# scripts and assemblies, decompiled back to readable source

Scenes with object hierarchy, cameras and lighting rebuilt

Prefabs, materials and shaders re-linked to their assets

Textures, sprites, audio, fonts and models exported and importable

Animation controllers, clips and timeline data restored

Project settings, tags, layers, input and the package manifest

A written report of anything that could not be recovered

The extraction pipeline

Six stages, each one reportable.

You see where a project stands at every stage, and the price is agreed before the first asset leaves the build.

01

Intake

You send the store link or the build itself. We identify the Unity version, the build type and any protection, then quote a fixed price before anything starts.

02

Build capture

The shipped package — .apk, .aab, .ipa or a desktop build — is unpacked and its data files catalogued so nothing is missed before extraction begins.

03

Asset extraction

Meshes, textures, sprites, audio, fonts, shaders and animation data are pulled out of the build and converted into Unity-ready formats.

04

Code recovery

Managed assemblies are decompiled back to C#. IL2CPP builds go through symbol recovery, restoring type and method names wherever they survive.

05

Scene and prefab rebuild

Scene hierarchies, prefabs and component references are reconstructed, so the game is editable in the Unity editor again rather than just readable.

06

Assembly and verification

The recovered material is rebuilt into a project that compiles, then checked scene by scene against the running game, with the remaining gaps documented.

Budget

What decides the price.

Most full recoveries land between $1,500 and $3,000. Small or lightly protected games start at $1,000; heavier work is quoted after intake.

01
Game size and asset volumeA small arcade title and a 3 GB open-world build are different jobs, even at the same budget band.
02
Build protectionObfuscation, encryption and IL2CPP translation lengthen code recovery and can limit how clean the symbols come back.
03
Custom systems and shadersBespoke gameplay systems, custom render work and native plugins all take longer to reconstruct than standard Unity features.
04
How much must be re-authoredAnything the build lost has to be rebuilt by hand — that work is scoped, priced and agreed before it starts.

Typical engagement

$1,500 – $3,000

Fixed before work begins, in writing. No hourly drift, no surprise line items: if the build turns out to need more work than expected, we tell you before continuing rather than after invoicing.

Assessments start at $1,000

Where the ceiling is

What extraction cannot do.

A shipped build is not the original project. We would rather state the limits up front than refund them later.

Heavily obfuscated code comes back with some symbol names lost — the behaviour survives, the readability suffers.

Third-party plugins and Asset Store packages are recovered as compiled binaries; you licence them under your own account.

Server-side logic, live backends, analytics and store integration never live inside the build and cannot be extracted.

Native wrappers, DRM and anti-cheat layers may have to be re-authored rather than recovered.

What the build never contained — original comments, version history and discarded versions — cannot be recovered by anyone.

Ownership required

You must own the game, or hold written authorization from the rights holder — for shared and funded projects, that means their permission on file before we start. We decline work that amounts to copying another studio's game, lifting their assets or circumventing their rights.

Confidentiality

Your build is treated as evidence, not content.

Extraction material is used only to recover your project. Nothing is published, shared, reused in our portfolio or passed to another client.

01

Confirm who owns the game and whether anyone else has a claim on it.

02

Have the store link or the build ready — the exact version matters, because a newer build can differ from the one you want.

03

Decide what the recovered project needs to achieve: a compilable, editable source tree is a different target from a fully polished re-release.

Extraction request

Tell us which game, and where it is.

The form includes the authorization confirmation required before extraction begins, so tell us who owns the game and what you intend to do with the recovered project. Requests without that confirmation are refused rather than queued.

At least a couple of sentences, please.

0/4000

Links only at this stage — we request files after scope is agreed.

Recovery requests

We do not work on projects belonging to another developer without their permission, and we never guarantee perfect recovery of original source code from a compiled build. Feasibility depends on the files supplied and their condition.

Details are used only to respond to your project. They are stored privately, are never published, and are not shared with third parties. See the Privacy Policy.

Reply within two business days