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Thank you for reporting a bug to Unity. After reviewing the behavior, we've confirmed it aligns with the current design and intended use of the feature. We understand this may differ from your expectations or workflow. noCompress string may only contain file extensions of full file names (no wildcards), so files without extrension must be listed there explicitly to be uncompressed in the final apk/aab. Having a big number of such files caused gradle build to work very slow or even crash. That's why it was decided to use extensions only. This change is mentioned in Release Notes for 2022.3.64f1 https://unity.com/releases/editor/whats-new/2022.3.64f1#notes
Steps to reproduce:
1. Create a new project
2. Import the attached “IN-131695_AssetPackage.unitypackage“
3. Create a folder called “StreamingAssets” that is inside the “Assets” folder
4. Build the Asset Bundle (Tools → Build AssetBundles)
5. Select the created “mybundle” under the “AssetBundles” folder in the Project window
6. In the Inspector navigate to AssetBundle
7. Press on the AssetBundle dropdown menu
8. Press “New..” and mark it with any name you choose
9. Move “mybundle” to the “StreamingAssets” folder
10. Build the Player with Android as the selected platform
11. Open the terminal and run “zipinfo ‘path/to/built/apk’ | grep mybundle”
12. Observe the terminal
Actual result: zipinfo shows the compression method as defN for assets/mybundle
Expected result: zipinfo shows the compression method as stor for assets/mybundle
Reproducible with: 2022.3.72f1, 6000.0.71f1, 6000.3.0a1, 6000.3.11f1, 6000.4.0f1, 6000.5.0a9, 6000.6.0a1
Not reproducible with: 6000.2.0b2 (2bdac9ac0d74)
Reproducible on: macOS Sequoia 15.7.4 (M1 Max)
Not reproducible on: No other environments tested
Note: Reproduces on iOS xCode exported builds (IPA)
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