Hi all!
I have a main game-scene that is responsible for loading other scenes via the addressable system. The main game-scene I have is very light weight, does not contain any inspector references to assets and the only components on the GameObjects in the scene are custom scripts, and is itself NOT an addressable
The starting scene I want to load uses a SpriteShape and it (the scene) is marked as addressable in the Default Local Group - the one generated for you by Unity. The SpriteShape is on a prefab (neither of which are in Resources) which is used many times in this scene as a root GameObject.
When I build the bundle and build the game, those SpriteShapes do not render. I can observe this in editor as well by setting Play Mode Script to “Use Existing Build”. There is a warning that confirms that the issue is indeed a missing SpriteShape profile.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)```
I can see in the analyzer tool that this SpriteShape is an Implicit dependency but I do see it's under a weird bundle header.


I can explicitly add these SpriteShape profiles as Addressables and that does solve the rendering issue, but then the analyzer (correctly) identifies and issue as a duplicate reference.
My questions are:
1. How can I get the SpriteShape to be properly loaded at runtime while also keeping it an implicit dependency?
2. What does that garbled bundle header mean? is it somehow the cause of my problem?
3. Shouldn't the prefab that the SpriteShape is on be marked as an implicit dependency as well? Or will I have to mark them as addressables?
Thanks in advance!