Asset Bundle system's platform specific setting, code?

So problem is, asset bundle system and code works with no problem at unity editor and desktop (i7, over 40g ram) environment, but at nintendo switch, it does not progressed and stuck at bundle load code part.
I am very annoyed and don’t know why and how to resolve…
Please help.

  IEnumerator TitleBundleCo()
    {
        if (titleBundleComplete) yield break;
        titleBundleComplete = true;

        var publicObjectHandler = Addressables.LoadAssetsAsync<GameObject>("Public_Object", null);
        var publicUIHandler = Addressables.LoadAssetsAsync<GameObject>("Public_UI", null);
        var publicNGUIHandler = Addressables.LoadAssetsAsync<GameObject>("Public_NGUI", null);
        var scriptPrefabHandler = Addressables.LoadAssetsAsync<GameObject>("ScriptPrefab", null);
        var iconHandler = Addressables.LoadAssetsAsync<Sprite>("Icon", null);
        var soundHandler = Addressables.LoadAssetsAsync<AudioClip>("Sound", null);
        yield return new WaitUntil(() =>
        publicObjectHandler.IsDone && publicUIHandler.IsDone && scriptPrefabHandler.IsDone &&
                                           iconHandler.IsDone && soundHandler.IsDone);

        yield return new WaitUntil(() => PublicObjectBundleCompleted(publicObjectHandler));

So from above, game process does not proceed even after hours because of WaitUntil loop, that means load asset does not finished.
I don’t suspect Ram problem even if switch’s allowed Ram space is 3Giga for game, because currently my game’s total size is 1.6Giga and total addressable bundle asset’s size is 0.6giga.

Then, what is problem?

Are you rebuilding them for the platform they are being used on? I know with iOS and Android and webGL, for example, I had to have a set of bundles for each platform.

How to rebuild for the platform?

In the editor, when you’re on that target platform, you should be able to build them. Since you mentioned Desktop works, you might have desktop versions and not switch versions. It’s just a thought.

already I worked after change to switch platform at unity’s build setting.

perhaps, that could help?

Thanks, but in this thread, I don’t know well about how to connect it with my issue.