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Stream-based compression (LZMA) uses the same dictionary when processing the whole block, it provides the highest possible compression ratio but supports only sequential reads. You should use this if you want realtime decompression - random read overhead is small. The SDK is designed for exporting Unity assets in a format Blade and Sorcery can read and use, additionally providing custom scripts and sample assets to assist modders in developing content for the game. Chunk-based compression (LZ4) means that the original data is split to chunks (subblocks) of equal size and that chunks are compressed independently. The official Blade and Sorcery SDK is used to create custom content (mods) for the PCVR game 'Blade and Sorcery'. The Compressed blocks shown above might have chunk-based compression or stream-based compression. The ArchiveFileSystem container has the following structure: The ArchiveFileSystem container structure The internal structure of a Streamed Scene Asset Bundleīoth types are archived and compressed in a same way. The internal structure of a Normal Asset Bundle Streamed scene AssetBundle structure. Files extractor and reimporter, archives and file formats parser. It is deployed as a data file which has a slightly different structure depending on whether it is a normal bundle or a scene bundle. An AssetBundle is essentially a set of objects grouped together into a serialized file.
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