My .asset file is marked as dirty (or so i assume) and despite not changing, i often need to rebuild

the error i get is
RuntimeData is null. Please ensure you have built the correct Player Content.
Addressables - Unable to load runtime data at location UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle1[[UnityEngine.AddressableAssets.Initialization.ResourceManagerRuntimeData, Unity.Addressables, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]].__*__ __*__Exception encountered in operation InitializationOperation, status=Failed, result= : Addressables - Unable to load runtime data at location UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle1[[UnityEngine.AddressableAssets.Initialization.ResourceManagerRuntimeData, Unity.Addressables, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]].

*Exception encountered in operation CompletedOperation, status=Failed, result= : Exception of type ‘UnityEngine.AddressableAssets.InvalidKeyException’ was thrown., Key=Assets/ World/Planets/Triinus/Settings.asset, Type=PlanetSettings*_

i dont understand why it keeps being marked as dirty? i cant find the code that does this. or if it does change, i also not only dont see such change, but i dont see what code is doing it

bump

i have to rebuild almost every second time i compile the game or it will not work, so its like 20 times a day i have to rebuild. need help:C

Why not use AsseteDatabase mode while developing?

i use

ok, maybe I don’t get your point. Your problem is code change results in invalid build bundles or the bundles get cleared?