My game is quite large and has some resources that I don't need until later in the game, and they aren't tied to a particular scene. I load these resources asynch during loading screens. I was putting these assets into a /Resources directory, which worked fine until I tried making a build and found out that you can't have more than 4GB of Resources. The easy solution, which in hindsight I should have gone with, is to just put everything into a master scene load that scene as a substitute asset bundle. However, I am stubborn and have wasted two days trying to get a better solution. Which brings me to the new Addressable system. In FastMode everything works fine, load speed is good, so far so good. I can't load synchronously, which is a huge design flaw and created a lot of bad architecture but that's another topic. The topics for this post... First issue: Building assets for packed play mode, I'm spammed with Code (CSharp): Unknown Assembly ModV1 UnityEditor.Build.Content.ContentBuildInterface:GetPlayerDependenciesForObjects(ObjectIdentifier, BuildTarget, TypeDB) UnityEditor.Build.Pipeline.Tasks.CalculateAssetDependencyData:Run() (at Library\PackageCache\firstname.lastname@example.org\Editor\Tasks\CalculateAssetDependencyData.cs:107) UnityEditor.Build.Pipeline.BuildTasksRunner:Run(IList`1, IBuildContext) (at Library\PackageCache\email@example.com\Editor\Shared\BuildTasksRunner.cs:50) UnityEditor.Build.Pipeline.ContentPipeline:BuildAssetBundles(IBundleBuildParameters, IBundleBuildContent, IBundleBuildResults&, IList`1, IContextObject) (at Library\PackageCache\firstname.lastname@example.org\Editor\ContentPipeline.cs:118) UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode:DoBuild(AddressablesDataBuilderInput, AddressableAssetsBuildContext) (at Library\PackageCache\email@example.com\Editor\Build\DataBuilders\BuildScriptPackedMode.cs:132) UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode:BuildDataImplementation(AddressablesDataBuilderInput) (at Library\PackageCache\firstname.lastname@example.org\Editor\Build\DataBuilders\BuildScriptPackedMode.cs:90) UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptBase:BuildData(AddressablesDataBuilderInput) (at Library\PackageCache\email@example.com\Editor\Build\DataBuilders\BuildScriptBase.cs:60) UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContentImpl() (at Library\PackageCache\firstname.lastname@example.org\Editor\Settings\AddressableAssetSettings.cs:1608) UnityEditor.AddressableAssets.Settings.AddressableAssetSettings:BuildPlayerContent() (at Library\PackageCache\email@example.com\Editor\Settings\AddressableAssetSettings.cs:1590) UnityEditor.AddressableAssets.GUI.AddressableAssetsSettingsGroupEditor:OnBuildPlayerData() (at Library\PackageCache\firstname.lastname@example.org\Editor\GUI\AddressableAssetsSettingsGroupEditor.cs:239) UnityEditor.GenericMenu:CatchMenu(Object, String, Int32) (at C:\buildslave\unity\build\Editor\Mono\GUI\GenericMenu.cs:121) ModV1 among other assemblies are used by my game to hold external code. I created a link.xml to try to include this, not sure if it's needed, the docs aren't really very helpful as to when to use link.xml, why I would use it, or even how to use it or where to put it. <linker> <assembly fullname="ModV1" preserve="all"/> </linker> Anyway, if I ignore the error and run the game it does appear to load. Here is part of link.xml at Client\Library\com.unity.addressables\StreamingAssetsCopy\aa\Windows\link.xml <assembly fullname="ModV1, Version=18.104.22.168, Culture=neutral, PublicKeyToken=null"> <type fullname="ModV1.AI2.AI2Ambience_SV1" preserve="all" /> <type fullname="ModV1.AI2.AI2AmbienceAnimationEventListener" preserve="all" /> <type fullname="ModV1.AI2.AI2AudioTrigger" preserve="all" /> <type fullname="ModV1.Source.AIAllianceConditionalEvent" preserve="all" /> Second issue: What I'm actually loading is a custom ScriptableObject that holds a List<GameObject>.I can actually load it, the problem is instead of a list of 39 GameObjects, it's a list of 39 null pointers. Third issue: loading takes 10X longer in packed play mode vs. local! This totally defeats the point of loading asynch during loading screens since the total time is longer. I don't care about loading game data from remote systems, content updates, whatever. I just want to get around the 4 GB limit. How can I load resources dynamically that 1. Is fast 2. Doesn't duplicate the resource (which Addressables and AssetBundles do? 3. Doesn't have a size limit (Which Resources does)?