Quick answer: Include the needed shaders or a ShaderVariantCollection in the base build (or in the bundle itself), and always-include the mod's render pipeline shaders in Graphics settings.
A mod's AssetBundle loads, the mesh appears, but everything is bright pink. Unity strips shader variants not used by the base game, and since the mod's variant was never compiled, the material resolves to the built-in error shader.
How to fix it
1. Build shaders into the bundle
Include the actual shader assets in the mod AssetBundle, not just materials referencing them. BuildPipeline.BuildAssetBundles packs dependencies, so add the shader to the bundle's asset list so the variant exists at load time.
2. Always-include pipeline shaders
In Project Settings > Graphics, add your render pipeline and any mod-facing shaders to Always Included Shaders, or supply a ShaderVariantCollection and warm it so the needed variants are compiled into the player.
3. Match the render pipeline
A bundle built for the Built-in pipeline shows pink under URP/HDRP and vice versa. Build mod bundles with the same pipeline and Unity version as the game so shader GUIDs and keywords line up.
4. Reassign shaders after load if needed
As a fallback, after instantiating the prefab, call Shader.Find for a known-present shader and reassign material.shader, then restore keywords with EnableKeyword.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.