Unity compression lz4 or lz4hc. LZ4 (HC) is a “chunk-based” algorithm, and therefore when objects are loaded from an LZ4 (HC)-compressed bundle, only the corresponding chunks for that object are decompressed Dec 11, 2017 · After many tests and changes I found out that the build compressions LZ4 and LZ4HC on Android cause that performance degradation. LZ4HC compression results in larger compressed files than LZMA, but does not require the entire bundle to be decompressed before use. Is there a way to change this setting? Cause the documentation makes it sound like Assetbundles can be built with all 3 compression methods, and I feel like I’m missing something. Some of these are only available for building and cannot be used for recompression. Decompression speed isn't hurt, though, so if you compress once and decompress many times and mostly want extremely cheap decompression, LZ4HC would make sense. Compression. Description LZ4HC is a high compression variant of LZ4. LZ4HC (LZ4 High Compression) compression results in smaller compressed file sizes than LZ4 and larger compressed file sizes than LZMA, but does not require the entire bundle to be decompressed before use like LZMA. RecompressAssetBundleAsync, ArchiveHandle. By default, Unity build settings don't compress the build. Works best for Release Builds. LZMA Format By default, when Asset Bundles are built, they are stored in a compressed format. Asset Bundle Compression Unity supports three compression options for Asset Bundles: LZMA, LZ4, and Uncompressed. Feb 24, 2021 · Description LZ4HC is a high compression variant of LZ4. LZ4 (HC) is a “chunk-based” algorithm, and therefore when objects are loaded from an LZ4 (HC)-compressed bundle, only the corresponding chunks for that object are decompressed May 5, 2019 · Right now the options with BuildPipeline. This video tutorial is about Unity 3D Best Compression Method and compares the differences between Default, LZ4, and LZ4HC. 15 Bytes/cycle). Aug 10, 2017 · LZ4 - fast compression suitable for Development Builds. LZ4HC - higher compression rate variance of LZ4, causes longer build times. This improves compression ratio but lowers compression speed compared to LZ4. Oct 7, 2025 · LZ4HC (LZ4 High Compression) compression results in smaller compressed file sizes than LZ4 and larger compressed file sizes than LZMA, but does not require the entire bundle to be decompressed before use like LZMA. In this post you'll learn: Should you use Uncompressed, LZ4 or LZMA? So if you want to make the most of Unity addressable assets, you'll find this post useful. On Android default compression is ZIP. I need to set value of this field via SCRIPT. It compresses generally slightly better than LZ4HC, but has slower decompression speed. I know something such as BuildOptions. A high compression derivative, called LZ4_HC, is available, trading customizable CPU time for compression ratio. so I wondering what difference and what time to use them? Thanks! Well, in theory, LZ4HC has better compression ratio but longer compression time (with same decompression time) than LZ4. Additional resources: AssetBundles compression, AssetBundle. BuildAssetBundles only includes LZMA(default) and LZ4(BuildAssetBundleOptions. ChunkedBasedCompression). Jun 15, 2021 · Under build settings of android, we have an option called, compression method accepting default, LZ4HC and LZ4. CompressWithLz4 exists, but I can’t understand how to use it… searched a lot but not finding my answer. Changing the "Compression Method" to LZ4 / LZ4HC saved me another 15% in build size (from 125 MB to 105 MB). LZ4 library is provided as open source software using a BSD license. The standard compressed format is a single LZMA stream of serialized data files, and needs to be decompressed in its entirety before use. Feb 22, 2024 · Better compression, longer build time. It features an extremely fast decoder, with speed in multiple GB/s per core (~1 Byte/cycle). Dec 5, 2025 · Description LZ4HC is a high compression variant of LZ4. Jan 23, 2020 · Today I'll show you how to select the best Unity Addressable compression method for your asset bundles. Extremely Fast Compression algorithm. Whereas we can build the player using LZ4HC. The test prefab is entirely made of UI and with LZ4/LZ4HC compression it takes about 8 to 9 seconds to load, while with Default compression it takes around 300ms total. From top to bottom. . LZ4 is lossless compression algorithm, providing compression speed > 500 MB/s per core (>0. Contribute to lz4/lz4 development by creating an account on GitHub. When building or recompressing Asset Bundles, these are the available compression methods. Let's get started. Quality StackOverflow (I know) answer about this. LZ4 (HC) is a “chunk-based” algorithm, and therefore when objects are loaded from an LZ4 (HC)-compressed bundle, only the corresponding chunks for that object are decompressed Feb 24, 2021 · LZ4HC (LZ4 High Compression) compression results in smaller compressed file sizes than LZ4 and larger compressed file sizes than LZMA, but does not require the entire bundle to be decompressed before use like LZMA. Jan 6, 2026 · LZ4HC (LZ4 High Compression) compression results in smaller compressed file sizes than LZ4 and larger compressed file sizes than LZMA, but does not require the entire bundle to be decompressed before use like LZMA. ini xum neh lzr iuv vqj owu ajf jke ihc xwm dbm sru yyb cdh
Unity compression lz4 or lz4hc. LZ4 (HC) is a “chunk-based” algorithm, and th...