Hello all, This is a quite known issue, but we can't find anymore any workarounds. When we load an Asset bundle, the loaded object appears pink because the shader can't be found. A few links to similar issues / posts : https://support.unity3d.com/hc/en-u...ders-are-pink-when-loaded-from-an-AssetBundle https://forum.unity3d.com/threads/l...es-makes-assets-appear-pink-in-editor.326541/ https://forum.unity3d.com/threads/shaders-and-asset-bundles.435667/ Our project is an online multiplayer world dedicated to audio experimentation (called New Atlantis). So we have a standalone player, and a library that user can install to build their own content (objects), exported as Asset bundles and loaded by the standalone player at runtime. Important thing is that Asset bundles are exported with a different Unity project than the standalone player is built, because that is the point : user generated content. Back to Unity 4 (this version of the project started in 2014), there was no issue : every material or shader included in an Asset bundle was displaying properly. When we upgraded to Unity 5.x (I don't remember exactly what version), we started to have pink materials issues, that we solved just by adding the missing pink shaders to the always included shaders in the Graphics settings. I heard this has something to do with Precompiled shaders no longer supported + maybe some bugs. Then, on the next upgrade, this was not working anymore (pink was back). We were able to fix that with the Code (CSharp): renderer.material.shader = Shader.Find(renderer.material.shader.name); hack that I found on this forum. But now on Unity 5.5.2, it does not work anymore. a Lot of the pink shaders are back, and the above hack is not working anymore. The renderer.material.shader.name in the Asset bundle is blank (an empty string), so no chance to ever know what shader this was !!!! What can we do ? Reexport the bundles is not really an option, because all these Asset bundles are works from students and people that are not available anymore. Are Asset bundles really not usable for user generated content from a different Unity project ? I really think that a shader is a data like a texture, so it should be included in the bundle, not as a reference to the main standalone player... Any help or hints appreciated ! Thanks !