Hi.
I have a problem about “Content update Examples” when reading through the AAS document (Addressable Assets development cycle | Addressables | 1.3.8).
I think that means the system will automatically build according to this layout and will not rebuild the group marked static, and the address for Local_Static in catalog will not change. Therefore In runtime the system will load AssetB or AssetC from Local_Static bundle on player devices, and load AssetA from new remote group.
To test my idea, I do an experiment.
I change the DEFAULT GROUP’s name to “Local_Static”, and configure it like this.
Then I run “Default Build Script”, and get catelog file with internal Ids like the following.
Next I change the “Cube” in the “Local_Static” Group and run the “check for content update restrictions” to automatically move the changed “Cube” to a new “Content update” group and configure it like this.

After this I run the “Update a Previous Build” and get updated catelog file. Out of my expection, the system build a new bundle for “Local_Static” group, and the new catelog file’s “internalIds” for the old asset changed.
The result is like this:
So If I change the setting and catelog file in Streaming Asset folder back to the last version, assets except “Cube” will not be found, which is different from the document.
I also tried to uncheck “include in build” property of “Local_Static” group, but got the errorlog "
KeyNotFoundException: The given key was not present in the dictionary.
System.Collections.Generic.Dictionary2[TKey,TValue].get_Item (TKey key) (at <599589bf4ce248909b8a14cbe4a2034e>:0) UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode.PostProcessCatalogEnteries (UnityEditor.AddressableAssets.Settings.AddressableAssetGroup group, UnityEditor.Build.Pipeline.Interfaces.IBundleWriteData writeData, System.Collections.Generic.List1[T] locations, UnityEditor.AddressableAssets.Build.FileRegistry fileRegistry) (at Assets/com.unity.addressables@1.3.8/Editor/Build/DataBuilders/BuildScriptPackedMode.cs:226)
UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode.DoBuild[TResult] (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput builderInput, UnityEditor.AddressableAssets.Build.DataBuilders.AddressableAssetsBuildContext aaContext) (at Assets/com.unity.addressables@1.3.8/Editor/Build/DataBuilders/BuildScriptPackedMode.cs:149)
UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptPackedMode.BuildDataImplementation[TResult] (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput builderInput) (at Assets/com.unity.addressables@1.3.8/Editor/Build/DataBuilders/BuildScriptPackedMode.cs:91)
UnityEditor.AddressableAssets.Build.DataBuilders.BuildScriptBase.BuildData[TResult] (UnityEditor.AddressableAssets.Build.AddressablesDataBuilderInput builderInput) (at Assets/com.unity.addressables@1.3.8/Editor/Build/DataBuilders/BuildScriptBase.cs:63)
UnityEditor.AddressableAssets.Build.ContentUpdateScript.BuildContentUpdate (UnityEditor.AddressableAssets.Settings.AddressableAssetSettings settings, System.String contentStateDataPath) (at Assets/com.unity.addressables@1.3.8/Editor/Build/ContentUpdateScript.cs:373)
UnityEditor.AddressableAssets.GUI.AddressableAssetsSettingsGroupEditor.OnUpdateBuild () (at Assets/com.unity.addressables@1.3.8/Editor/GUI/AddressableAssetsSettingsGroupEditor.cs:278)
UnityEditor.GenericMenu.CatchMenu (System.Object userData, System.String[ ] options, System.Int32 selected) (at D:/unity/Editor/Mono/GUI/GenericMenu.cs:121)
"
I was puzzled by the result. Did I misunderstand the document? If so, what does the document really mean?



