Hello, I’m trying to implement DLC using Addressables in my current project but facing some problems with it.
I have tried many solutions but nothing seems to work I’m stuck.
Please help me find proper solution for this of point me in right direction.
My Setup:
- I have three prefabs that includes the sprites from Sprite Atlas.
- All of them are Addressables in default group.
- Sprite Atlases used in those prefabs are in remote group that is hosted on https://localhost/
Current Behavior:
- When I launch the game all the remote atlas are being downloaded automatically without even initializing. (I can see it in the log of the “python -m http.server 80”)
Expected Behavior:
- Game should not download only the spriteatlas of prefab which initialized/loaded or performed DownloadDependenciesAsyncon the prefab.
Screenshots:

Solution:
- I moved Prefabs to Remote group alongside those Sprite Atlases. Now I’m able to pre-download and load those prefabs when required.
- Prior to this I was able to download individual prefabs with sprite atlases but I was getting error while instancing them, that was because I did not Released the handle of DownloadDependenciesAsync.
- To release the handle put following line at the end of the Completed callback method.
Addressables.Release(downloadDependenciesHandle);
What is your Play Mode Script set as?
And are you loading the remote catalog, if you aren’t loading them by yourself, any remote catalogs shouldn’t be loaded.
My build mode is set to “Use Asset Database(fastest)”

I’m not loading any Remote catalogs.
Try changing to Use Existing build.
I’m not 100% sure but if you use ‘Use Asset DataBase’ it’s just gonna take it directly and will load it from the database.
If you use the existing build, create a new build without the remote catalog and it should only load the Default Local Group.
If it helps, here are the settings of the groups.
Default Group Settings:
Remote Content Settings:
From what I can see it looks correct.
I can test this after work.
I can say what I’m doing currently.
I have 30 groups, 28 marked as Remote.
By deciding which group to build, it controls the content you see in the app, (It loads dynamic content by the catalog and what bundles are present)
When you create the addressable build, does it mark the Sprite atlases as dependencies of the default group maybe? And then it needs it?
Sprite Atlases are required by prefabs inside the default group.
I also try adding those prefabs directly inside remote content but what happens is I’m able to download them but not able to load them without restarting the game.
Also I’m testing the build on Android device and changing Play Mode Script have no effect on it.
I get this error when I put prefabs inside the Remote Content.
“Error Unity System.Exception: Unable to load dependent bundle from location Assets/Project/Prefabs/Scenes/Home/Charlotte/Charlotte.prefab”
It goes away when I relaunch the game.
I’m using using following code to download the prefabs.
Addressables.DownloadDependenciesAsync(assetRef).Completed += (AsyncOperationHandle downloadDependenciesHandle) => {
if (downloadDependenciesHandle.Status == AsyncOperationStatus.Succeeded) {
Debug.Log("DMAN: Downloaded " + episodeID);
SetEpisodeDownloadState(episodeID, DownloadState.DOWNLOADED);
}
else {
Debug.Log("DMAN: Failed To Download Episode: Error: " + downloadDependenciesHandle.OperationException.Message);
SetEpisodeDownloadState(episodeID, DownloadState.NOT_DOWNLOADED);
}
};
If I don’t use “DownloadDependenciesAsync” and directly load the prefab it does not show that error, But I want pre-download the prefab before loading it.
I fixed the problem. I’ll update my original post with the solution.
Thanks for your help @Leos-Clockworks .