As far as I understood, to update contents without ‘Player Build’ again I can use “Update a previous build”.
However when I try this, addressable editor never ask me the “addressables_content_state.bin” file so my update build has different hash with first build that not update my application.
Im using Unity 2023.1.19, addressable 1.21.21
and what I did is,
Set a sprite as addressable
Set this group with remote configuration
addressable contents build : addressable > New Build
I ran into the same issue. At first, I was also looking for the popup to manually select the addressables_content_state.bin file, until I realized this behavior changed. Starting in 1.20.0+, “Update Previous Build” automatically checks the previous addressables_content_state.bin for update restrictions. This automatic behavior, and the file location, can be adjusted in the Addressable Asset Settings . So you don’t need to manually point to the .bin file anymore — it’s handled automatically. If you’re using a remote setup, make sure you go into AddressableAssetSettings → Catalog and enable “Build Remote Catalog” . After building, you’ll get two new files: catalog_0.1.json catalog_0.1.hash Upload these (along with any updated bundles) to your remote server. The client will check the .hash file, detect the new catalog, and then download only the updated bundles. This way, you get proper incremental updates without needing a new Player Build.