Scalable Build Pipeline with content directories | Unite Seoul 2026

Unity
3,464 views August 25, 2026

Unity's AssetBundle system has long enabled content delivery and DLC workflows, but as projects scale up, its structural limitations become increasingly difficult to ignore — bundle-level updates, dependency propagation, memory management, and layout design. Starting from these pain points, this session introduces Unity's new content build system. We'll analyze the structural limitations of AssetBundles and examine how content build and distribution are evolving through a root-based build model, highly granular content output, and a weak reference-based loading architecture. Using real build outputs, internal architecture diagrams, and code samples, we'll walk through the core concepts and design direction behind the next-generation content pipeline. This session was recorded at our 2026 Unite conference in Seoul, South Korea. 🔗 Check out some highlights from Unite Seoul: https://youtu.be/NeHGzf4-XvU?si=iY1ZSWVh7OlVK6Qx [00:00] Introduction and Agenda [01:27] AssetBundles at Scale [03:41] Three Structural Limits [10:18] What is Content Directories [13:52] Performance [18:15] Build Model [23:28] Build Analysis [26:10] Migration with Addressables [27:21] Runtime Model [31:09] Summary _______________ Stay connected with us: Games Twitter/X: https://x.com/unitygames Instagram: https://www.instagram.com/unitytechnologies/ Discord: https://discord.com/invite/unity Discussions: https://discussions.unity.com/ LinkedIn: https://www.linkedin.com/company/unity/ Facebook: https://www.facebook.com/unity3d.in/ Bluesky: https://bsky.app/profile/unity.com Company Twitter/X: https://x.com/unity #Unity #UniteSeoul2026

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