Version: Unity 6.7 Alpha (6000.7)
LanguageEnglish
  • C#

CompressionType

enumeration

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

The compression method applied to the content of a Unity archive file.

Unity archive files can compress the content they contain. This applies both to AssetBundles and the output of BuildPipeline.BuildContentDirectory. The full compression settings, including the method, level, and block size, are exposed through BuildCompression.

Some of these methods are only available when building, and cannot be used for recompressing AssetBundles at runtime.

Additional resources: BuildCompression, AssetBundles compression, AssetBundle.RecompressAssetBundleAsync, ArchiveHandle.Compression.

Properties

Property Description
NoneUncompressed archives are larger than compressed archives, but they are the fastest to access once downloaded.
LzmaLZMA compression results in smaller compressed archives, but they must be entirely decompressed before use.
Lz4LZ4 compression results in larger compressed files than LZMA, but does not require the entire archive to be decompressed before use.
Lz4HCLZ4HC is a high compression variant of LZ4. LZ4HC compression results in larger compressed files than LZMA, but does not require the entire archive to be decompressed before use.