When I set more than 30 game music, the music resources are all in OGG format, and the resources published on Android will increase by 400MB. It will be very slow to enter the beginning screen of the game, and you need to wait for 2 minutes to enter the scene of the main menu. Is there any way to optimize it?
In short: Put your music in an uncompressed asset bundle and use the Asset Bundle source instead of Reference.
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Just tested it in Unity 2021.3 and I was able to build asset bundles without a problem.
They're added to the Unity Assets menu, e.g.: Assets > Build AssetBundles Uncompressed
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How-to ORK Framework - Working with AssetBundles
You can add assets and complete folders to asset bundles by selecting them in the project view and assigning them to an asset bundle at the bottom of the inspector.
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