Use chunk-based Lz4 compression when building the Player.
此值允许您在将播放器部署到设备时以压缩形式存储数据。系统将在播放器读取数据时实时执行解压缩。与使用未压缩数据相比,场景或资源加载有快有慢,具体取决于磁盘读取速度。
压缩数据文件包括:
1.播放器设置 -“globalgamemanagers”和“globalgamemanagers.assets”文件。
2.场景和资源 -“level*”和“sharedassets*.asset”文件。
3.资源 -“resources.assets”文件。
4.GI 数据。
5.内置资源 -“unity_builtin_extra”文件。
CompressWithLz4 sets compression parameters to Lz4 compression and splits data files into 128KB chunks.
This feature is supported for Standalone, Android, iOS build targets and is default for WebGL target.
Enabling CompressWithLz4 in Android might be a significant performance boost when loading data as Lz4 decompression is faster than the default Zip decompression.
Note:
Compression might affect the size of a game installer making it larger, even though size of the Player on a device is smaller. Subsequent compression is less efficient or even impossible.
另请参阅:BuildAssetBundleOptions.ChunkBasedCompression、AssetBundles-Building、ReducingFilesize。