Version: 2019.1

Description

Use chunk-based LZ4 compression when creating the AssetBundle.

This allows realtime decompression when reading data from the AssetBundle. AssetBundles created with this option are stored in compressed form after download (both in disk cache or memory).

//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 : MonoBehaviour { //Creates a new menu (Build Asset Bundles) and item (Normal) in the Editor [MenuItem("Build Asset Bundles/Normal")] static void BuildABsNone() { //Create a folder to put the Asset Bundle in. // This puts the bundles in your custom folder (this case it's "MyAssetBuilds") within the Assets folder. //Build AssetBundles with no special options 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); } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961