I've been working on getting asset bundles working for my console builds but am now trying to integrate it into the standalone builds as well and I've run into some confusion on my part (i think). Or at least i feel that the Unity documentation is very vague on this... Some details about the project: developed on OSX supports Windows x86, OSX and Linux 64 uses the Super Unity Build asset to create builds for Steam, GOG and DRM free (8 builds total) Super Unity Build has a pre-platform processor where I am building each set of bundles that are needed before the build is created So here's the confusion: I use this code to load each bundle at runtime var bundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, name)); My working assumption: only the assets for each platform should be in streaming assets before I build for that platform. This is unclear in the documentation. Using streaming assets is problematic for me for a number of reasons (can't play in editor without OSX assets, need to keep copying assets back and forth, etc) Is there a folder where i can put the per platform built assets and have them included in the build instead of using streaming assets? How can i reference this path when i am calling LoadFromFile?