创建 AssetBundle 时使用基于语块的 LZ4 压缩。
这允许在从 AssetBundle 读取数据时进行实时解压缩。 使用此选项创建的 AssetBundle 在下载后会以压缩形式存储(位于磁盘缓存或内存中)。
//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 { //Creates a new menu (Build Asset Bundles) and item (Normal) in the Editor [MenuItem("Build Asset Bundles/Normal")] static void BuildABsNone() { //Build AssetBundles with no special options //They will be written in the custom folder ("MyAssetBuilds") which needs to exist prior to this call. 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); } }
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