I noticed that in the manifest file for an asset bundle there's a value TypeTreeHash. The only documentation that I can find referencing this value is the documentation for BuildAssetBundleOptions.DisableWriteTypeTree, which says: I'm curious about what this means for AssetBundles normally. What does being "susceptible to script or Unity version changes" mean in this case? Will loading an AssetBundle with an incompatible script version cause my player to crash if I disable writing the type tree information? On the flip side, how does Unity handle script changes in asset bundles normally? Can a built player load an AssetBundle that contains different script versions? How does Unity handle deserializing missing fields in that case?