I'm looking for any advice the Unity community can share with me on my project's structure. The problem we are facing is that we have a large amount of assets in each of our scenes, resulting in a build that sits around 2GB. A large amount of this space is a result of each level containing roughly the same models/textures. So we would like to have only one copy of each of those assets in our project, instead of one per scene. The only way I can conceive of this is to use an assetbundle and load our models dynamically. Apart from the problems that introduces in terms of world building for the artists, we have some issues such as how do you apply a lightmap or occlusion bake to a building or statue that is dynamically loaded from an assetbundle. So before we move further along the path of using assetbundles, could someone sanity check our basic assumptions or bring up any other techniques that we're not seeing. In addition to the duplication of assets between scenes in this one project, there will be around 15-40% overlap in assets between this first project and our subsequent projects that will all be distributed together. So being able to have one and only one copy of our assets could prove to be a large savings in file size, assuming of course everything "just works" and doesn't cause massive problems on the production side. Thoughts? Ideas?