So I know the asset bundle system pretty well. I've shipped a game that has over 10,000 of them on Unity 5.2, and have threaded the needle of bugs, race conditions in the threading code, and undocumented limitations to do that. After our last game, I spend about a month and a half writing code to automate the hellishly manual process we used to decide what goes into what bundle, along with lots of tools to manage building multiple variant levels without having to have multiple copies of every texture in the project. I pointed out many limitations and issues to Ian when he was writing his massive manifesto on Asset Bundles, and Unity has asked me more than once to talk to other teams having issues with them. Today, I open up the profiler on android and notice 200mb being consumed by SerializedFile. So I search the internet/Unity docs to see what SerializedFile actually is, and it turns up nothing. Turns out there's yet another undocumented 'feature' of asset bundles, which is that each of them consumes HALF A MEG of memory on an android device while open. That means we're actually using more memory for these stupid buffers than we are for the rest of the game. Please, for the love of all that is right in the world, send this system to hell and replace it with something that actually has a functioning design and doesn't require you to lube up first. This is insanity.