Hi, I have a huge project with many gigabytes of meshes for scientific visualization (fluid simulation datasets of several hundred time step meshes, each very high-poly; reducing the poly count is sadly not an option). Recently, I switched from Unity 5 to 2018.2 after finding out that the limitation of 65k vertices per mesh was removed at some point, speeding up the import process quite noticeably. However, loading the project in the new version meant re-importing everything, which still took hours and didn't even finish when all meshes were still in the project as Unity ran out of RAM (64GB!). All this got me thinking that there must be a better way to deal with this mass of meshes. I read that AssetBundles are forward-compatible and thus wouldn't need to be re-built and re-imported in newer versions (right?). I thought about having separate projects per dataset, importing the needed meshes there once and building AssetBundles containing all meshes needed for one dataset / scene in the visualization project. But I'm unsure about a few points: when would an AssetBundle be loaded? Is it possible to load it once in the Editor/during build and then have the same/comparable access times as if the contained meshes were imported separately? Would there be any way to edit the meshes through the GUI (location, scale, ....) or just through code? Or would I need to make any modifications in the "data projects" and rebuild the related AssetBundle? I also read about the new AddressableAssets, but couldn't really get a feeling whether or not that feature is already stable enough and if it would fit my purposes better than AssetBundles, does anybody have some insight here? Thanks in advance!