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I've identified one source of the recent asset bundle inflation: Filamented shader variants. I need to work on reducing the variety of variants used in the scene.
24.6 mb 8.1% […]/Filamented/Standard.shader
Lightmap data is the other major single source of scene size, but this has not changed for a few years. I have always intentionally used uncompressed lightmaps for quality reasons.
I spent the last few hours adjusting the vast majority of materials that are using Filamented. The modified materials now use the same shader features, reducing the number of shader variants needed. These changes reduced the asset bundle footprint by about half.
World download size seems to be bigger than necessary. This should be investigated.
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