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Build Inspector

ASecurity

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.

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  • Added October 13, 2026
ai-agentsgoapi

Works with

  • api

Security analysis

A100/100

Scanned October 13, 2026

npx -y skills add laaielichter/reverseport --skill build-inspector --agent claude-code

Installs into .claude/skills of the current project.

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SKILL.md
---
name: build-inspector
description: 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.
---

# Inspect and compare game builds

## Identify the build

```text
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

```text
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_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…), hints
```

Godot 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 and Unreal paks are identified but not unpacked.

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

```text
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 changed
```

Report: what changed (grouped: scripts, scenes, textures, audio, engine binary), the biggest size changes, anything
removed that looks unintended, and whether the engine version changed.

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