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Are AssetBundles really "all or nothing"? Mixing non-AssetBundle scenes and AssetBundle scenes?

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It's a bit hard to do research on this one due to lack of proper terms, so I called it "all or nothing": Basically, it seems that when you have some scenes that are part of the "main build" of the game, and some scenes that are stored in AssetBundles, assets shared between those two are automatically included in the AssetBundles resulting in duplicate assets (once in the "main build" and then again in each asset bundle that has a scene that uses them). At least, this is what the AssetBundleBrowser tells me is happening. Is that really the case? So does that mean when using AssetBundles, in most cases it's best to just have a tiny "loader"-scene with as few assets as possible, and then having all the scenes in asset bundles to make sure we don't have a lot of duplicate assets between the "main build" and the asset bundles?

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