Avatar Masks in Asset Bundle

Sorry if this isn’t the right place to post this, but I’m trying to move my animations and mecanim controllers to an asset bundle to reduce build times and project size of the main project. The mecanim layers use avatar masks, so I put those in the asset bundle as well. However, I get errors like the following when I try to build the bundle:

Editor only objects cannot be included in AssetBundles: “Assets/Animations/Humans/Avatar Masks/LHAvMask.mask” (LHAvMask).
UnityEditor.BuildPipeline:BuildAssetBundles(String, BuildAssetBundleOptions, BuildTarget)
CreateAssetBundles:BuildAllAssetBundles() (at Assets/Editor/CreateAssetBundles.cs:8)

Is mecanim not designed to be able to be used in an asset bundle?

As the error states, Avatar Masks are Editor-only assets. They have no runtime representation.
You shouldn’t need to add them to a bundle. When your AnimatorController is bundled, the Avatar Mask information will be baked into it, and the mask itself will be redundant

Oh awesome, thanks. Does that include any settings on animation import that references an Avatar Mask as well?

I think so?
Clips that you bundle will already be imported according to the Avatar Mask you supplied

Okay I’ll give this a try then. Thank you.