The solution you proposed with multiple buckets per version would work. However may need a little more information to see if there is a better solution.
Could you describe your use case?
My understanding:
GameA V1 is live with CCD addressables containing a bean
GameA V2 is new version that replaces the bean with a cube
GAME V1 should still be working and have a cube instead of a bean.
When updating assets in ccd within the editor I would normally Update a previous build
Well we haven’t thought on content updates for previous versions yet.
The intention so far is that the old version (Game A V1 for example) keeps functioning the same with the same content.
Even if we publish a newer version (Lets say Game A V2 for example) with changed/new content.
So far we always make code changes (bug fixing, new features) on every release so a simple content update won’t be of use to us right now. But we will consider it if it makes our delivery workflow faster.
Is there a way to control content updates just with CCD ? Or should be better to use Remote Config and Game Overrides? How it is planned to be used? (keeping in mind we will probably have multiple versions of the game).