I have a lot of objects as assetbundles and they're growing.
I didn't want to have the user to download the materials for every asset because they all share their materials. so I put all the materials in an assetbundle and load it by LoadAllAssets() in the Awake() function so they are present in the game for the assets to use.
The problem is that asset load without materials. the ones that have material don't have shader. Is LoadAllAssets() not the answer? what should I do?


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