Website: https://reachablegames.com/unity-assets-autobuilder/ PDF Docs: https://reachablegames.com/AutoBuilder.pdf Hi game developers! After spending a substantial amount of time creating a useful build system (command line build-all, build-target, etc) and making all the hidden code settings mouse-clickable, I added a basic asset bundle building system. Then it grew. Now you can just click a couple buttons and have a player and asset bundles based on a folder structure. It has: Automatic build versioning (manual or auto-increment or UTC time ticks) Asset Bundles produced with hashes, so bundles that don't change don't need to be downloaded again A custom bundle Manifest per version that your built player loads to know what bundles to download A fully working loader scene with a smooth progress bar, with everything async loading behind it Automatic bundle cache management, so old data is deleted and only new bundles d/l when needed Command-line build handler for individual platforms or all platforms Individual build settings for bundles and player options stored per platform, easy to check into version control Allows partial asset name matches so you can actually rearrange where files are in different bundles without having to change any of your code or data. What's unique about it? Bundle builds are great, of course, because the loading times are much faster than using single-threaded loading in the Editor. But building bundles can take a LONG time on a big project. So, I built a differential bundle system that lets you download (or build) a set of bundles by version, then click one button and AutoBuilder generates an asset bundle with all the new assets packaged in it, which it uses automatically when you run in the Editor. No coding required. It's seriously amazing for iterative workflow, because in a big project, the load times can be much longer than the time it takes to make a small override bundle. So... I think it's pretty amazing. Obviously, or I wouldn't have bothered packaging it all up for you guys. I'm using it in my own projects, and expect there to be small changes and fixes as time goes on. Any comments or questions? I'm happy to answer them.