Build & Load paths: remote and editor hosted

I’d like to configure Unity Addressables to download content remotely. Basically I’d like to simulate loading content from a server that is not in the build itself , but using the editor and not actually hosting content on a server, for testing purposes. I thought the following configuration was correct

but when I delete a prefab from the project directory that is in an Addressable Group, and play in the editor, the prefab is not spawned. I thought it would retrieve the asset from the loadPath, but it looks like it’s not. If the prefab is not in the directory, it’s not spawned, but I want to simulate as if I was loading it from a server.

Following this post and then this one , it looks all good, but I’m clearly missing something.

And also I’d like to ask…let’s suppose I have a folder with 5 prefabs, all of them are in the same addressable group. Let’s suppose I want to add or remove prefabs from this group. The idea is that I will fetch this group and instantiate everything that is inside. But how can I add/delete prefabs from this group, without having to have all prefabs in the project directory to create the catalog?

To answer my first question…

Under the Addressables group, the play mode script needs to be set to “Use existing build”

And also use addressable hosting, though I’m not sure if this step is strictly necessary