So we have a project with a lot of art assets (textures, animations, etc.), not all of them are being used in the final build, so naturally we want Unity to resolve the dependency tree from the scenes and root assets we load explicitly down to the individual shaders, animations, and sprites being used. Another requirement is we need to split our content into bundles based on when it's needed (when loading the menu scene, when going into action, etc.). But here comes the problem - duplicate assets. Let's say there are Asset A which references Asset B which references Asset C (so A->B->C). Now we have a bundle 1 which has asset A explicitly referenced via Addressables location, and also we have bundle 2 which has asset B explicitly. Now as you may know, this will result in asset C being duplicated in both bundles 1 and 2. The solution currently being offered means going to Addressables Analyze and pressing Analyze then Fix on the "Check Duplicate Bundle Dependencies". Which will put asset C explicitly into its own group. This has issues: This is manual action that needs to be done before every build. This is not an option for CI pipeline, so we would have to dig into source code and try & run this operation via script, then copy the result assets from the "Duplicate Asset Isolation" group that it creates into our own pre-configured group. It places all duplicate assets into one group, which is also not ideal for certain configurations. We might have thousands of duplicates due to how asset groups are used. Another solution might be to explicitly place entire folders of art assets into separate groups so that we don't have to use Analyze before every build, but it's also not a good option because it will not check if asset is referenced anywhere at all and ends up bloating the final build with unused assets. So this begs the question.. why doesn't Addressables automatically resolves asset duplicates during build? It might have used the obvious solution of placing the duplicated asset into the bundle with the shortest reference path. So that means if I added a Scene with an FBX into one bundle, and FBX itself into another bundle, it's obvious where I would want to store the art that FBX uses... Is there any such solution planned? Seems like another feature that's needed for practically 99% of projects.