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Is it possible to compress assetbundles in cache?
Forgive me if this has been asked before, the language is so broad that it is hard to search against.
I have an app that has a whole lot of truecolor texture elements in assetbundles that are downloaded at runtime. The combined size of the bundles is around 40mb and compression is enabled.
When the app first runs it downloads all the bundles using the www.loadfromcacheordownload method.
This is all working fine but I've noticed that the bundles are uncompressed in the cache which means they take up 700mb rather than 40mb.
Is there any way to cache with compression (I don't mind taking a hit at runtime) or has anyone found another solution for this?
Cheers
The scene AssetBundle can be built for any target platform and always creates a single compressed unity3d file. http://docs.unity3d.com/ScriptReference/BuildPipeline.BuildStreamedSceneAssetBundle.html
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