The documentation for BuildPipeline.BuildAssetBundles() states the following: Additionally, the documentation for the now-deprecated BuildPipeline.BuildAssetBundle() provides slightly more specific details: These make it clear that asset bundles built for standalone targets cannot be loaded (and vice versa), and that Android and iOS cannot load bundles for the other platform. However, how well does compatibility between the standalone platforms work? Specifically: Do I need to build separate bundles for macOS and Windows? Or can a build a single "Standalone" bundle and have it work for both? Are there any drawbacks to sharing bundles between the two? e.g would the generated assets not be able to take advantage of platform-specific technologies like Metal on macOS? Are there any guarantees about compatibility between platforms? Or is compatibility subject to change in future versions of Unity? Note that I'm primarily asking about macOS and Windows because our game needs support for both, however other people may also be curious about how Linux support fits in as well.