Hello,everyone.
I’m developing an app for Android.
If I use assetbundle, the size that users download will be reduced.
But, when they are cached on disk, I don’t know how much capacity it will be.
In Android apps, resources are compressed when making an apk.
Which is better, resource or assetbundle, for the actual app size on the device?
If you know, could you please tell me?
Thank you.
In my experience AssetBundles are always smaller, because they have LZ4 compression anyway. I’m not sure about the difference between the APK and AssetBundle’s compression ratio, but I would guess the difference is negligible.
Also, using Resource will incur some freezes at startup if there are too many files in there, because Unity has to index them all before the game can start. There are a lot of other downsides to using Resources like patching, but using Resources is easier I guess.
I checked again about the asset bundle compression, it also support normal LZMA compression, which should be slightly better than LZ4 but would need to load the entire bundle before using it:
If your app size plus the asset bundle is bigger than using Resources, you probably have duplicates in your asset bundles. You can check duplicates with the asset bundle browser tool:
https://docs.unity3d.com/Manual/AssetBundles-Browser.html\