I'm looking for best practice recommendations from others when considering when to use asset bundles. I don't need assets to be remotely downloadable, or dlc bundles, I'm looking more at the balance between memory & io reads. Basically when is it better to load 4GB of content into memory at the start of a game, or load in assets on demand during gameplay, and the things to consider. Is it acceptable to load bundles & assets during runtime gameplay? Will your FPS suffer? For example would you use asset bundles to dynamically load unique monster prefabs on demand during runtime if you have a total collection of 200 types of monsters, and will load them in batches of 2-5 overtime through interactive gameplay progression without load screens? Would it be a acceptable to use a single AssetBundle per monster which contain it's graphics, audio, etc, and load that bundle during gameplay when the monster is needed? Or is it better to use a larger bundle which contains many monster assets? Will your FPS always drop when loading from assetbundles during gameplay, and would it be advisable to load a large batch of assets in a single bundle during a load screen, such as between waves of enemies? If loading bundles + assets in large batches is preferable, what guidelines are there for memory footprint, how do you determine what size is acceptable for a bundle? Any tips, techniques, or general concepts are appreciated. I've looked at the profiler, and I see about 150ms spikes during runtime when a bundle + asset load where FPS drops to roughly 15ms, which is leading me to think that perhaps AssetBundles should only be used outside of actual gameplay, such as loading screens, or clearly defined pauses between gameplay.