How do I download addressable asset from website?

below is my code:

private void Spawn(int index)
    {
        AssetReference assetReference = assetReferenceList[index];
   
        if (assetReference.RuntimeKeyIsValid() == false)
        {
            Debug.Log("Invalid Key " + assetReference.RuntimeKey.ToString());
            return;
        }

        if (_asyncOperationHandles.ContainsKey(assetReference))
        {
            if (_asyncOperationHandles[assetReference].IsDone)
                SpawnAssetFromLoadedReference(assetReference);
            else
                EnqueueSpawnForAfterInitialization(assetReference);

            return;
        }
        //Addressables.GetDownloadSizeAsync();
        LoadAndSpawn(assetReference);
    }

    private void LoadAndSpawn(AssetReference assetReference)
    {
       //(below line doesn't work obviously)
        assetReference = "https://www.dropbox.com/home/KachinkoAssetsBundles/Android";
        var op = Addressables.LoadAssetAsync<GameObject>(assetReference);
        _asyncOperationHandles[assetReference] = op;
        op.Completed += (operation) =>
        {
            SpawnAssetFromLoadedReference(assetReference);
            if (_queuedSpawnRequests.ContainsKey(assetReference))
            {
                while (_queuedSpawnRequests[assetReference]?.Any() == true)
                {
                    var position = _queuedSpawnRequests[assetReference].Dequeue();
                    SpawnAssetFromLoadedReference(assetReference);
                }
            }
        };
    }

I have a folder with files in it uploaded to dropbox and am trying to test downloading/updating process. However I haven’t been able to figure out how to convert website address into Asset Reference so that I can call LoadAssetAsync().

How do I download addressable assets that exists in website (drop box in this case) using certain variable value - (website address) - in custom profile?

Thanks in advance.

all this problem was due to not setting play mode script correctly. solved. (was set as fast mode. now it’s use existing build mode)