I used a workflow before where, I would have a directory of prefabs, and I would make each prefab it's own separate prefab. BuildPipeline.BuildAssetBundle made this easy as I could iterate through directory, grab each prefab, and build an AssetBundle with it's filename as the name of the prefab. Now with the new Unity5 AssetBundle system it seems the proper way is to, iterate through the directory of prefabs, apply an AssetBundle tag to each prefab, call BuildPipeline.BuildAssetBundles, then remove all the tags afterwards. So that my AssetBundle tag list doesn't have a few hundred tags in it. Seems a lot more difficult and like it was a system conceived under the notion that a person will put a lot of assets into one asset bundle, not a single asset. Which is a thing, perhaps I'm not using AssetBundles as how they were conceived, it seems you assume dozens of assets will be in a bundle, not just one, and the user makes hundreds of asset bundles. But, it works just fine this way I am using it, and there are many use cases where how I do it is really ideal. What if your game had dozens of different objects to load in and you don't want the user to have to redownload a massive asset bundle to just add one object?