Unity Addressable CCD Cache settings

I’m hosting Addressables for my game using Unity’s Cloud Content Delivery (CCD), and the total size of the Addressables content is around 1.5 GB. I’m noticing a significant increase in download bandwidth usage, which is driving up costs. I’m already using client-side caching, but I wanted to know:

Does Unity CCD support edge caching (i.e., CDN-level caching at regional edge servers), or is each request served directly from the origin?

It does have edge servers setup but that shouldn’t really affect how frequently it’s downloaded. It’s pretty transparent.
Cache.maximumAvailableStorageSpace could affect this if you’re manually setting it too low. Another issue might be that devices don’t have enough space. For instance if a device only has 1GB of space and you’re requesting 1.5GB it could be constantly clearing out the oldest data, and then re-downloading it again. I’d suggest looking at a specific device and profiling it to see if you can find a pattern like that.