Right now the options with BuildPipeline.BuildAssetBundles only includes LZMA(default) and LZ4(BuildAssetBundleOptions.ChunkedBasedCompression). Whereas we can build the player using LZ4HC. 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.
According to this thread, BuildAssetBundleOptions.ChunkedBasedCompression
should result in LZ4HC:
LZ4HC is what the AssetBundles actually get built to when you select LZ4 as your compression type. This results in smaller file sizes than LZ4Runtime.