I'd like to find out if it's possible to influence the way Unity packs assets that are referenced via the build settings scenes list. For example, I have 19 scenes in my game and the following is generated when building for Android: As I understand, most of these files are in fact AssetBundles or very similar to them, but how are these dependencies resolved? I hoped that Unity would create one resource file per scene and then another one for all shared assets, but this doesn't seem to be the case, as I have 19 scenes but only 11 resource files and one large unity3d file. Does anyone know what exactly goes into these files? "Unity Default Resources" speaks for itself and I won't be able to change it I assume, but what is the difference between the unity3d and resource files? I'm asking this, because I'm also using AssetBundles to manage certain content that is shared between scenes but not referenced directly because it may be loaded in multiple and different scenes at runtime. However, I'd like to keep things simple, so if possible, I would just use the default Unity behaviour for the rest of the scene content, if I have at least some control over it.