Level Files Internal Structure Documentation

All the content of this page is only made to explain the structure of the yandere simulator level files, no tools are actually able to modify the level data but the structure can help developpers to create a tool.

The content of this page is not definitive and the page may be updated with the most recent informations.

Yandere Simulator Level files structure
Each "levelX" file of Yandere Simulator or the "mainData" file are generated by Unity Engine, they all correspond to a Unity scene and contain the corresponding GameObjects with the references to all the necessary sharedassets files.

For example "level9" contains school GameObject data, Yandere Chan GameObject data and more.

The GameObjects contained into these level files have all the settings applied directly through unity engine, as the text data.

To allow more advanced modifications of these files, there is a schema made by Pikachuk to understand how these files are composed : The first bytes contain some informations as the Table size, the Data length (the length of the data part of the file), the FileGen and the offset of the Data part (the adress where the data part begins) all these values are int32 so composed of 4 bytes and are Big endian

at the 0x28 offset (Little endian) the first word (int32) is the number of objects the level contains, it's useful to know how many times we must repeat the object structure to get all the objects of the file.

To understand all these adresses, here is a screenshot of the adresses highlighted on the "mainData" file from the january 24th build the ID of the GameObjects starts from 1 and the last is the value of the 0x28 int32

To add bytes to the file it will require to change the length and all the offsets to fit the new file.