Hi, I am trying to get a clearer picture on how to do content updates after we delivered our mobile game. It is foreseeable that we will do multiple build updates and we wish assets downloaded in previous build will not need to be redownloaded when new build is installed.
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According to my understanding, to avoid players from redownloading bundles after installing a new build, “build for content update” should always be used after we first shipped our build, as “build for player content” will create a new catalog and everything needs to be redownloaded, event though same assets are referenced - is this correct? Will this cause any problem if we want to update any addressable settings later on?
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Given (1) is correct, if we are patching a static asset, that asset will be moved to a content update group. And since we can only use build for content update, does that mean that the static asset will need to be in the content update group forever? This makes me a bit uncomfortable…
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Consider the situation in (2), I am thinking about making those static assets that may need a patch to be remote dynamic instead. But the problem is we want to avoid the long download time when players first started the app. Is it possible if we ship the build with those remote dynamic bundles included?
Still grasping how addressable works so feel free to correct me if I got anything wrong. Any help is appreciated! ![]()