Hello! Are you using shader graphs on the prefabs, or are they built-in materials? We have a limitation at the moment where shader graphs cannot be loaded from asset bundles/addressables, and must instead be present in the base project.
If that’s not the issue you’re running into, it would be helpful if you could submit a bug report with a repro case and let me know the incident number (IN-#####).
The shaders in question are shaderlab shaders (not shader graph) - we’re only rendering them into a render texture (which I think should still work, since the rendering will be happening Unity-side rather than in RealityKit).
Is there anything in the PolySpatial setup which would inhibit non-RealityKit shaders ending up in the built addressables?
Nothing that I know of; I would expect this to work without issue. If you could file a bug report with a repro project and let us know the incident number (IN-#####), we can look into what’s going wrong.