I’m 100% sure, by default, which means no custom Build Scripts. Every asset is in inside an asset bundle. (This of course if you don’t include the link.xml, catalog and settings file)
Just check the output of your Addressables Build Content, your can view the bundles there.
Ah sorry, my bad, I completely missed that. Tbh I haven’t really worked with pack separately, so I’m not 100% sure.
But since they are different asset bundles, they should independent from each other. (unless you have asset dependencies between them)
this will make the player only download the new Asset_1. You cannot just do a new “build player content”. Well, maybe you could if you were using the “Player Version Override”. ok, likely you could in that scenario. but in general, you’d need to do the build for update, so that the catalog built in step 4 is recognizable by the player built in step 1.
in short, at runtime, there is no concept of “groups”. If a group happened to be built into 1 bundle, the player knows about that 1 bundle. If it was built into hundreds of bundles, the player knows about all of them. no awareness that the hundreds did or did not come from a thing called a “group”