Manually defining which AssetBundles are included in a build

I’m using a single project for several games (one scene for each game) to make things more manageable, so the usual method of putting all AssetBundles into the default directory won’t work. Is there a way to manually define which assetbundles are included in a specific build?

Do you mean assets, or asset bundles? If just assets, then Unity only includes the assets referenced in the scene, so if you are just building one scene, it will only get the necessary assets when you make a build with just that scene. Unless those assets are in a Resources folder, or StreamingAssets folder; those are included in all builds, because Unity doesn’t know when you will need those assets.

Asset Bundles are a specific thing in Unity, a way to export a collection of assets into a single file that you load as-needed.

I was referring to asset bundles. I need to load stuff at runtime rather than just having a stock scene, so I’d need to include a different database for each game.

Then I don’t understand what you are asking? When you load an asset bundle, you pass in the name (and path/URL) of the bundle you want to load . So just don’t load the bundles you don’t want. The bundles shouldn’t be included in the build at all, they are completely separate.

So you just stick the file somewhere in the directory containing the executable file?