There's a long list of issue with AssetBundles, and while I looked over the Addressable documentation, there's no mention if the new system fixes any of the major flaws the old system has. Our game has all its inventory in asset bundles, but we are making our first major expansion pack. So I'm giving the Addressable a look. Asset Duplication: The biggest issue, if you have 2 bundles, each with a prefab, they will each fully package their dependencies in their bundle. Meaning if 2 bundles reference say the same animation, that animation will exists in those 2 bundles. And once loading those 2 bundles, I'll have twice the same animation in memory. This issue explodes very quickly when you start factoring in shaders, material, textures, etc. SpriteAtlas: For some reason SpriteAtlas and AssetBundles never worked well with each other. The "Include in Build" flag is a big source of headache. Ether the atlas works in game and not in the editor, or vice versa... or end up duplicated in memory in the build. Why would you package your SpriteAtlas? Because if one bundle reference it, it get duplicated. If 20 bundles references it, you run out of memory. Our only solution was to bundle our atlas, then load them up at boot. AudioMixer: Oh God. Where to begin. Well... read SpriteAtlas. It's the same garbage, except you blow up your audio thread with hundreds of mixers instead of blowing up your RAM. Reference by Path: In AssetBundle, when scripting your build pipeline, you reference an asset by path. Which means if it's a mesh - say a FBX - you end up packaging everything at that path, not just the specific asset you want, like an animation. If you package hundred of animation, you also package hundred of mesh exported in those FBX. Nice. Load by Type: Haha! Never do that. Not in AssetBundles, nor in Ressources. Everything is loaded, then discarded when it's not the right type. There's no header to know what's in a bundle or the ressources package. You have a 250Mb ressources package? Everything is loaded. Yeah... no. Does Addressable handles typing without loading? Platforms: You know how you need to package the same AssetBundle for every. single. damn. platform? And when you place them in StreamingAssets, they get built with every. single. damn. platform. So you need to erase the wrong platform and rebuild the one you're building. In our case, it's 15 mins of bundle building added. The Asset Pipeline v2 was supposed to make switching platform a breeze! But nope. I still have 6 different version of the game on my drive. One for every. single. damn. platform. Because otherwise I could forget the wrong bundles for the wrong platform. There's no way to tell Unity to only package a set of bundle from the StreamingAssets; everything is copied. How's the Addressables fairing with those issues?