AssetBundle download speed up

Hi guys! Need your opinion.

I have four bundles: three of them less than 1mb, but the last of them is really huge - ~250mb and it’s included images (2048x991). I use LZMA compression and store all my bundles at a remote server and use UnityWebRequestAssetBundle.GetAssetBundle for download.

On the user side downloading three bundles takes only a few seconds, while the last bundle takes 3 minutes to be downloaded at first time (before writing in cache) on Android. It’s a very big time and no user wouldn’t like to waste time only on a preload scene.

Does anybody have any cases about reducing the size of the asset bundle of sprites or speeding up downloading time from the remote server?

And sorry for my bad english x)

If you have lots of textures, then you should use lossy compression (ETC2, ASTC …) for them. And you can also split the big package to smaller ones and only download the assets you actually need when game starts (unfortunately this isn’t possible with all games).

Some games (specially games from Nintendo) offer option to download either SD or HD assets (so if player only downloads SD assets, then download size is smaller).

Thank you for your reply!

Can I choose compression for sprites into assetbundles? Override for Android in sprites inspector work only for apk build, not for assetbundle build, isn’t it?

Yeah, I am using something similar now and loading assets for the current scene only.