Asset Management in Unity is your game's memory control system. It determines HOW and WHEN your game loads everything: textures, models, audio, prefabs - basically every file your game needs.
CRITICAL SYSTEMS:
Resources
Simplest but heaviest loading system
Everything in Resources folder gets packed into build
Good for: Core assets needed throughout the game
Bad for: Optional content, large files, DLCs
Asset Bundles
Package related assets together
Load/unload entire groups of content
Good for: Level-specific content, DLCs, reducing initial load time
Bad for: Frequently accessed assets, small files
Addressables (Modern System)
Smart asset loading with dependency management
Automatically handles asset lifecycle
Good for: Large games, live services, dynamic content
Bad for: Simple games (overhead not worth it)
Editor Asset Database
Project-wide asset tracking system
Handles asset creation, movement, deletion
Good for: Build-time asset processing, editor tools
Bad for: Runtime operations (Editor-only system)
Loading Patterns:
Preload: Load before scene (menus, core systems)
Lazy Load: Load when needed (level content)
Stream: Load during gameplay (open world content)
Unload: Release when not needed (completed levels)