Addressable related confusion at runtime (for Unity games)?

Respected Seniors,
I need proper guidance for Addressable, please.
If someone wants to share his or her experiences, I would be very thankful for it. I am not able to understand after watching so many videos; I am so confused about them.

  • I need to upload the different spritesheets (almost 5 to 10) with different labels (should I make a separate group for each spritesheet or place them in a single group, which will be a better way in terms of performance, etc)?
  • And I am confused about the addressable cache and data. When something new is added to the server, I want spritesheets to download from the server only once and update on the user’s device only when we update the data at server.

Please guide me about the settings and code. I have also done some stuff, but Addressable is a very confusing topic, so I am not sure if I am doing it correctly or not.

I am hoping for a positive response. Thank you for your precious time.

@davidla_unity
@TreyK-47
@andymilsom
Please guide

And if I click on the “disable content catalog” checkbox in Addressable Setting, and then after download the assets in the storage, and next time during initialisation of Addressable, is addressable will hit the server load path for something or not?

Hi, I think there are a few things here, mostly I would say to look through the content update docs here https://docs.unity3d.com/Packages/com.unity.addressables@1.21/manual/ContentUpdateWorkflow.html as it will go into more detail than I can put here.

Generally, you have to enable Remote catalog. This allows you to have a catalog that can be downloaded. This catalog includes all the information about where an asset is and to download etc.
Then later when you update content. Follow the content update workflow to update your content. This will update the catalog → which then points to the updated content