> I think you and I are building up explanation backwards from an instinct that assets can’t be shared across games.
It's not instinct. It's an fact obvious to anyone who as much as had a tutorial on game programming.
> the “game” is understood to be more heavy on game mechanics as seen in game of chess, so that 3D model of a piece can be anything, or that an asset is always a complete, tangible entity as a fully voiced and textured Companion Cube, rather than a husk of a car in the background with half of the body removed, etc.
wat.
Ok. Let's take a game of chess, or a game based on chess. For example, Knight's Retreat: https://www.youtube.com/watch?v=54ibEGIER-4
And, say, you have assets from Rimworld (https://www.youtube.com/watch?v=3tDrxOASUog), Elden Ring (https://www.youtube.com/watch?v=E3Huy2cdih0), Hyperlight Drifter (https://www.youtube.com/watch?v=nWufEJ1Ava0) and Kentucky Route Zero (https://www.youtube.com/watch?v=bp8f7zWwRjo)
So, tell me. How exactly will this work with "game mechanics" with an "always complete asset" etc?
> A chess game that allows any pieces in a Unity asset bundle as a piece sounds interesting if possible.
Of course it's not possible. Or, if somewhat possible, will look like shit for the majority of assets: you can't convert a 2D pixel art asset to a 3D object; 3D (and many 2D) assets will have completely different compositions, skeletons, rigs, animations etc.