Hi there, We work on a shared world project named "New Atlantis". This runs on PC/Mac standalone. We want the users to be able to create content in Unity 5 and upload this content to shared spaces. So everybody is working in his own Unity project with only a few shared assets (mainly the system management scripts). We have been using the AssetBundles as the way for users to export their objects and put them in spaces so that anyone running a standard viewer application could see them. The Viewer just load the AssetBundles that should include all the needed dependencies. Bundles are exported using the (now deprecated) BuildPipeline.BuildAssetBundle() method with a full dependencies export : Code (CSharp): BuildPipeline.BuildAssetBundle(Selection.activeObject, selection, path, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.CompleteAssets); This was working pretty fine until Unity 5.1, but since Unity 5.2 and especially Unity 5.3, we have issues with the custom shaders not properly exported (they are not included anymore in the Asset Bundles and so appear pink when loaded in the viewer). EDIT : actually it seems to be more a loading issue than an exporting issue : the shader seems to be properly exported with the deprecated 4.X method even if the shader is not explicitely showing as an Object when we load it. But not working correctly when loaded.... Even the standard shaders do not work if not included in the "always included shaders" in the Graphics settings. I tried with the newly introcuded AssetBundle export method, but no matter the BuildAssetBundleOptions I give, it exports only the main prefab I declared in this AssetBundle name, and no depencies at all (materials, shaders, ...), so this is useless for us as the main idea is that we need these dependencies to be exported in the AssetBundle (these assets are NOT in the main project). Any idea ? Is there a way in Unity 5.3 to properly export an AssetBundle including all the dependencies, especially the shaders ?