csharp
public enum CompressionMethodHow a chunk's payload is stored.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Chosen per chunk, not per database, and recorded in the chunk's own header — so a bundle can hold an LZ4 mesh next to an already-compressed texture that would only get bigger.
Fields and properties (3)
NoneStored as written.
Lz4LZ4: the decode-speed choice, for content that ships on the device.
ZstdZstandard: the size choice, for content that has to travel over a network.
Used by (29)
- AssetMaterialSourceTestsVixen.Engine.Renderer.Tests
- AssetTextureSourceTestsVixen.Engine.Renderer.Tests
- BundleCacheTestsVixen.Assets.Tests
- CacheWorldVixen.Assets.Tests
- CatalogBundleVixen.Assets
- CatalogFormatVixen.Assets
- CatalogFormatTestsVixen.Assets.Tests
- ChunkFormatVixen.Core.Serialization
- ChunkInfoVixen.Core.Serialization
- CompositorContentTestsVixen.Assets.Tests
- ContentCatalogTestsVixen.Assets.Tests
- ObjectDatabaseVixen.Core.Serialization
- ObjectDatabaseTestsVixen.Core.Serialization.Tests
- ReferenceWorldVixen.Assets.Tests
- RemoteContentTestsVixen.Assets.Tests
- RemoteWorldVixen.Assets.Tests
- StreamedContentTestsVixen.Assets.Tests
- UpdateWorldVixen.Assets.Tests
- WorldVixen.Assets.Tests
- WorldRendererTestsVixen.Engine.Renderer.Tests
- AddressableGroupVixen.Editor.Assets
- AddressableGroupDocumentTestsVixen.Editor.AssetEditors.Tests
- AddressableGroupEditsVixen.Editor.AssetEditors
- ContentMountTestsVixen.App.Tests
- Describes_Vixen_Editor_AssetEditors_Content_AddressableGroupEditsVixen.Editor.AssetEditors
- RemoteContentMountTestsVixen.App.Tests
- StartupSceneTestsVixen.App.Tests
- TypeRegistrationVixen.Editor.Assets
- Vixen_Editor_AssetEditors_Content_AddressableGroupEditsSerializerVixen.Editor.AssetEditors