Описание
Используйте сжатие LZ4 на основе фрагментов при создании AssetBundle.
Это позволяет выполнять декомпрессию в реальном времени при чтении данных из AssetBundle. AssetBundles, созданные с помощью этого параметра, сохраняются в сжатом виде после загрузки (как в кэше диска, так и в памяти).
//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);
}
}