I have a builtIn asset Group (defaultGroupXX) that might have assets that are supposed to be downloaded
when users agree with it.
But when i use built in asset , it somehow downloads downloadable assets automatically
and i find this intentional work ,
so i need to make sure that BuiltIn assets do not have the downloadable assets inside
when i build addressables or at least at runtime .
But this seems impossible at the moment for me.
I have tried loading the catalog and tried to use ‘HasDependencies’ of IResourceLocation but
this does not seem to work as i expected it to .
In Unity Editor, if you use the setting, “Use Asset Database (fastest)”, it will load the asset directly from Assets folder, that’s why the download size is zero. If you use the setting “Use Existing Build (OSX)”, it will download or load the bundle instead so you can test the actual download process. However, you need to build the Addressables beforehand to do this.
Another possible reason why your download size is zero in Editor is probably because the remote bundles have already been downloaded, you need to call Caching.ClearCache() to clear the bundle cache and try again.