Hi, just encountered a thing - still unsure if its a bug or feature. I'm using Unity 2018.2.8f1. Scenario: Load an AssetBundle from server and save reference in variable assetBundle. After assetBundle downloaded successfully, load assets from assetBundle. After assets loaded successfully from assetBundle, instantiate assets. After instantiation of assets, call assetBundle.Unload(true) or assetBundle.Unload(false). Result: assetBundle gets destroyed, i.e. gets set to null. Expected Result: The documentation (link) only mentions that the assets of an AssetBundle get destroyed, not the AssetBundle itself. I would therefore expect assetBundle to be still intact after having called assetBundle.Unload(). The downside of the current behaviour is that you have to redownload an AssetBundle everytime after AssetBundle.Unload() has been called. So, is this how it's meant to be? Cheers.