Version: 2023.2

BuildCompression

struct in UnityEngine

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描述

包含有关在构建时进行资源包压缩和在运行时进行再压缩所支持的压缩方法、压缩级别和块大小的信息。

The formats that are currently supported are exposed with static properties. There are three supported BuildCompression types for compressing AssetBundles during builds (LZ4, LZMA and Uncompressed) and two supported recompression methods for runtime (LZ4Runtime and UncompressedRuntime).

Additional resources: AssetBundle.RecompressAssetBundleAsync, AssetBundles compression, BuildAssetBundleOptions.ChunkBasedCompression, BuildAssetBundleOptions.UncompressedAssetBundle, BuildOptions.CompressWithLz4, CompressionType, Caching.

静态变量

LZ4LZ4HC“基于块”的压缩。
LZ4Runtime用于运行时再压缩的 LZ4 压缩。
LZMALZMA 压缩。
Uncompressed未压缩的资源包。
UncompressedRuntime未压缩的资源包。