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Recompress beanbag
Recompress beanbag










recompress beanbag

recompress beanbag

Recompress beanbag archive#

It takes longer to initially load cached LZMA AssetBundles, because Unity must recompress the archive to the destination format. If pressionEnabled is false, Unity applies no compression when it writes AssetBundles to disk. It doesn’t compress existing uncompressed data in the cache. If pressionEnabled is set to true, Unity applies LZ4 compression when it writes AssetBundles to disk for all subsequent downloads. The version parameter can be either a version number or a hash. If you don’t provide a version parameter, Unity uses the Memory Cache. If you provide a version parameter to the UWR API, Unity stores your AssetBundle data in the Disk Cache. Unless you specifically want to frequently and rapidly access the contents of an AssetBundle, the Memory Cache is likely not worth the Memory cost. The Disk Cache stores fetched AssetBundles on writable media in the compression format described later.ĪssetBundles loaded into the Memory Cache consume a large amount of memory. The Memory Cache stores AssetBundles in UncompressedRuntime format in RAM. To optimize the fetching, recompressing, and versioning of LZMA AssetBundles using WWW or UnityWebRequest (UWR), Unity maintains two caches: Uncompressed AssetBundles are 16-byte aligned. Uncompressed AssetBundles that Unity builds when you use BuildAssetBundleOptions.UncompressedAssetBundle require no decompression, but occupy more disk space.

recompress beanbag

Use the BuildAssetBundleOptions.ChunkBasedCompression value when building AssetBundles to force LZ4(HC) compression. This is the compression method that Unity uses in both of its AssetBundle caches. If Unity needs to access an Asset from an LZ4 archive, it only needs to decompress and read the chunks that contain bytes of the requested Asset. LZ4 compression is a chunk-based compression algorithm. This is the preferred format for AssetBundles downloaded from a Content Delivery Network (CDN), because the file sizes are smaller than those with LZ4 compression. This compression format is a stream of data representing the entire AssetBundle, which means that if you need to read an Asset from these archives, you must decompress the entire stream. Unity’s AssetBundle build pipeline creates AssetBundles with LZMA compression. This section describes both compression formats. AssetBundle compression formatsīy default, Unity creates AssetBundles with LZMA compression, and caches them with LZ4 compression. See in Glossary formats and cache types that Unity supports. See Texture Compression, Animation Compression, Audio Compression, Build Compression. Use this page to learn about the AssetBundle compression A method of storing data that reduces the amount of storage space it requires.












Recompress beanbag