Is it sensible to build an assetbundle for each texture/mesh?

Do you think it could be a good idea to build an assetbundle for each texture/mesh?

Hi, we do that to fragment loads/unloads as much as possible.

Consider to manage each assetbundle as resource with an associated counter:

  • with a resource counter you can re-use an already loaded resource (avoids re-loading)
  • with a resource counter you can release memory when none references an asset

Kind regards, Keld