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.