Hi, we faced the same situation on our end. Unfortunately, I’m not sure whether this can be solved using settings applied in the Addressables configuration alone. The problem as far as I can see was that the bundle always gets built, even when you set the ‘Include in build’ setting to false.
In my previous use of Addressables, I modified the package to take this setting into account. (This was on version 1.13.1 however, not sure how compatible this is with newer versions)
In the DoBuild method of the BuildScriptPackedMode I modified it like this:
This skips the built-in shader group when the ‘Default Build’ group is being disabled from the build.
I’m not entirely sure about your setup or requirements, but perhaps you can also have a look at this thread. It explores how to build for multiple catalogs in one go, where assets in an external catalog can depend on assets being included in the main game.
@LuGus-Jan thanks for the response. I did find this searching around, tried it and it works. Specifically KospY’s comment.
“I just saw that addressable 1.17.5-preview added an option to set custom prefix on the unitybuiltinshader AssetBundle! I updated to this version and set the option to “default group GUID” and the problem is gone!!”