Depends on whether Unity uses LZMA internally or not.
In the past, the “default” was probably LZMA, but this was later changed to uncompressed, resulting in overstretched file sizes.
LZMA must be specified using an API call, and LZMA is basically close to the best compression coding method.
Conveniently and quickly through the editor GUI, you can use LZ4/LZ4HC and also compress again through LZMA, but the compression is not as good as compressing uncompressed files to LZMA.
This is because the use of some compression methods will lead to degradation of the match, so compression twice will not be as small as compression once, so it is generally recommended to do the compression only once and choose to do the best compression.
Generally speaking, LZMA itself will expand the size of the file slightly if it is packed directly or compared to packing it first and then compressing it, so packing it first as a file and compressing it with LZMA is the best way to compress it.
In addition, if assets are encrypted, they are usually compressed first and then encrypted, once encrypted, the data will be distributed very chaotically, and then it will not be possible to compress it again to make it smaller.
This also prevents many people from trying to compress the data again.
In the past, the “default” was probably LZMA, but this was later changed to uncompressed, resulting in overstretched file sizes.
LZMA must be specified using an API call, and LZMA is basically close to the best compression coding method.
Conveniently and quickly through the editor GUI, you can use LZ4/LZ4HC and also compress again through LZMA, but the compression is not as good as compressing uncompressed files to LZMA.
This is because the use of some compression methods will lead to degradation of the match, so compression twice will not be as small as compression once, so it is generally recommended to do the compression only once and choose to do the best compression.
Generally speaking, LZMA itself will expand the size of the file slightly if it is packed directly or compared to packing it first and then compressing it, so packing it first as a file and compressing it with LZMA is the best way to compress it.
In addition, if assets are encrypted, they are usually compressed first and then encrypted, once encrypted, the data will be distributed very chaotically, and then it will not be possible to compress it again to make it smaller.
This also prevents many people from trying to compress the data again.