Addressables Content Update Build for WebGL doesn't work?

Hello!

I’m trying to figure out if I’m doing something wrong or if this just doesn’t work with WebGL. Let me explain.

I have a folder with the following structure, which I’ve turned into an Addressable Group:

MinigameOne/
├── Boot.unity
└── Assets/
    ├── material-image.png
    ├── Material.mat
    └── Building.fbx

In a built-in scene, I have a button that calls the LoadMinigame function. Here’s the code:

[SerializeField] private AssetReference minigameOneScene;

private AsyncOperation _asyncOperation;
    
public void LoadMinigame()
{
     StartCoroutine(LoadAsset());
}

private IEnumerator LoadAsset()
{
      yield return Addressables.DownloadDependenciesAsync(minigameOneScene, true);
      minigameOneScene.LoadSceneAsync();
}

I then create a build at Unity Cloud Build that uploads the generated Addressables to Unity’s Cloud Content Delivery (CCD). After the build completes, I use a post-build script to upload the WebGL build to Google Cloud Platform (GCP). So far, everything works perfectly. The scene loads correctly within the build as well.

However, I also have a Cloud Build configuration that generates only the Addressables as a Content Update and uploads it to CCD. When accessing the original WebGL build, I expect the updates (e.g., a change in an asset’s rotation) to reflect correctly. But the update fails to load.

In the network logs, it shows that the asset bundle was downloaded correctly, but a 404 error occurs stating that a shader file couldn’t be found: https://storage.googleapis.com/my-project/StreamingAssets/aa/WebGL/###_unitybuiltinshaders_##.bundle

Why is this happening? How can I fix it?