uECS Content Archives - How do they actually work under the hood / best practices?

We’re currently investigating whether uECS Content Archives are mature enough for a real-world large project and I’m finding the small amount of documentation on it very difficult to determine how best to use it.

One of the key questions I have at the moment is how the physical files are used and managed under the hood. For example, with uncompressed asset bundles on PC Unity will only pull and load the specific asset data from the bundle into memory. This would be in opposition to, for example, loading the entire bundle into memory even if you need just 1 texture from it.

Does Content Archives work the same way? This is important information that helps us understand if we should be building (and compressing?) our assets into large collections within a single archive, or have many thousands of archives with very few assets in each to optimise memory footprint.

On top of that, does Unity perform compression on Content Archives? Is that an option? None of this is clear or documented sadly.

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