Hello, I have quite strict requirements a cannot seem to find a way to fulfill them. I need to open and initialize assets during runtime from one or multiple files that are not referenced in any way during Project Development. The best would be ability to use FileStream or File itself bu it seems to be not supported for some esoteric reasons. Addressable Assets are out of question because you literary need to keep addresses of third party data in form of tags and other references. Data you don't have access to. AssetBundles don't want to work at all. https://docs.unity3d.com/2021.1/Documentation/Manual/AssetBundles-Workflow.html Is one of the most unhelpful documentations I have read, for example: At the bottom of the Inspector, there is a section to assign AssetBundles and Variants. Use the left-hand drop down to assign the AssetBundle, and the right-hand drop down to assign the variant. Well I haven't found such section anywhere, and a screenshot is apparently to much to ask for. So my question is: Can you open and instantiate directly assets from files during runtime? If not, is there any documentation or blog or any form of information why was such design decision taken? Are you able to open AssetBundles or AddressableAssets created in different unity projects during runtime of another project? If you can, how to achieve it?