Monday, September 30, 2019
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Tuesday, September 24, 2019
Build compression Unity
We are updating documentation.
This option represents BuildOptions.None,BuildOptions.CompressWithLz4 andBuildOptions.CompressWithLz4HC of BuildPipeline.BuildPlayer API
Some info here:
Compression applied to Player data (scenes and resources).
None - no or default platform compression.
LZ4 - fast compression suitable for Development Builds.
LZ4HC - higher compression rate variance of LZ4, causes longer build times. Works best for Release Builds.
On Android default compression is ZIP. It compresses generally slightly better than LZ4HC, but has slower decompression speed.
I would recommend to use LZ4HC for release build to have better loading performance. And LZ4 during development as it generally compresses build faster.
This option represents BuildOptions.None,BuildOptions.CompressWithLz4 andBuildOptions.CompressWithLz4HC of BuildPipeline.BuildPlayer API
Some info here:
Compression applied to Player data (scenes and resources).
None - no or default platform compression.
LZ4 - fast compression suitable for Development Builds.
LZ4HC - higher compression rate variance of LZ4, causes longer build times. Works best for Release Builds.
On Android default compression is ZIP. It compresses generally slightly better than LZ4HC, but has slower decompression speed.
I would recommend to use LZ4HC for release build to have better loading performance. And LZ4 during development as it generally compresses build faster.
Monday, September 23, 2019
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