Understanding Old Dependency Reuse in Unity AssetBundles

Glad the post was useful :smiley:

I think you’re probably referring to the ECS content management system.

It does seem to reduce some of the pain points discussed here. In particular, the current AssetBundle model exposes external file paths and internal file identities much more directly, while the ECS workflow appears to hide more of that behind a higher-level reference model.

That said, my understanding is that this is an Entities-oriented content pipeline, not a general replacement for Addressables or AssetBundles.

I broadly agree with the concern. The issue is that the built artifact ties the asset data together with the baked reference resolution context.

That is one reason deterministic builds matter so much, and also one reason larger productions can run into scaling challenges with current AssetBundle workflows.

I can’t really comment on future plans beyond what is publicly available.

What I can say is that these kinds of scaling concerns do come up in real production discussions, and they are not obscure issues.