Use chunk-based LZ4 compression when building the Player.
This value allows content to be stored in a compressed form when the Player is deployed to a device. Decompression is performed in real time when the Player reads the data. Scene or Asset loading might be faster or slower depending on disk read speed when compared to using uncompressed data.
When this flag is passed the player content is stored inside a Unity Archive file named data.unity3d. The build process splits the data into 128KB chunks and applies LZ4 compression to each chunk.
For higher compression the BuildOptions.CompressWithLz4HC flag can be used instead.
This archive file contains the following content:
Player settings - globalgamemanagers and globalgamemanagers.assets* files.
Scenes and referenced Assets - level* and sharedassets*.asset files.
Assets from Resources folders - resources.assets files.
Global Illumination data - GI/level* files.
Built-in resources - Resources/unity_builtin_extra file.
This archive file does not contain the Resources/unity default resources file.
This feature is supported for Standalone, Android and 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:
Using chunk-based compression for player data will reduce the size of the player on the device, while still allowing efficient loading.
However chunk-based compression is typically not as small as full-file compression, and it will not compress much further if another layer of compression is applied at packaging time.
Hence the game installer might end up a bit larger when using this flag.
LZ4 compression can also be applied to AssetBundles, see BuildAssetBundleOptions.ChunkBasedCompression and AssetBundles-Cache.
See Also: ReducingFilesize, ArchiveHandle.Compression.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.