So, I'm working on figuring out how to structure DLC bundles that can be loaded & unloaded as needed to save space on people's devices. AssetBundles are obviously the way to go, but I am unclear on the best practise for splitting things up. The DLC wouldn't be new skins or items, but rather entire scenes of new content, so I am leaning towards making assetbundles containing whole scenes. However, all scenes have core objects that are present across all scenes ie UI, managers. According to the docs, these core objects will be present in every asset bundle? "If multiple objects in multiple bundles contain a reference to the same object that isn’t assigned to a bundle, every bundle that would have a dependency on that object will make its own copy of the object and package it into the built AssetBundle." This, to me, feels really inefficient and like something that you would want to avoid, but the documentation just seems to state it as is. The only way I can think to avoid this by is putting any new DLC scenes in a patch in the main build, but package all of the contents that are exclusive to the new scene in an asset bundle? That already seems much less ideal than just loading a whole scene, but would I also then have to instantiate all the contents of the asset bundle back into the scene? I feel like I must be going about thinking about this wrong. Thanks in advance!