Use chunk-based LZ4 compression when creating the AssetBundle.
When chunk-based compression is used, the content of the AssetBundle is broken into individual segments, which are compressed independently using the CompressionType.Lz4HC algorithm.
The resulting file is typically larger than the full-file compression which is used by default,
but AssetBundles built with this format can be loaded incrementally, e.g. without decompressing the full contents into memory.
This is the default format used for AssetBundles stored in the AssetBundle Cache.
See Also: AssetBundles compression, BuildCompression, CompressionType, ArchiveHandle.Compression, Caching, BuildAssetBundleOptions.UncompressedAssetBundle, BuildOptions.CompressWithLz4.
//Create a folder (right click in the Assets folder and go to Create>Folder), and name it “Editor” if it doesn’t already exist //Place this script in the Editor folder
//This script creates a new Menu named “Build Asset” and new options within the menu named “Normal” and “Chunk Based Compression”. Click these menu items to build an AssetBundle.
using UnityEngine; using UnityEditor;
public class Example { //Creates a new menu (Build Asset Bundles) and item (Normal) in the Editor [MenuItem("Build Asset Bundles/Normal")] static void BuildABsNone() { //Build AssetBundles with no special options //They will be written in the custom folder ("MyAssetBuilds") which needs to exist prior to this call. BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.None, BuildTarget.StandaloneOSX); }
//Creates a new item (Chunk Based Compression) in the new Build Asset Bundles menu [MenuItem("Build Asset Bundles/Chunk Based Compression")] static void BuildABsChunk() { //Build the AssetBundles in this mode BuildPipeline.BuildAssetBundles("Assets/MyAssetBuilds", BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneOSX); } }