When DownloadDependenciesAsync(key) is called, the CPU usage rises to 100% and the download fails.

Hello,
Unity 2020.3.21f1. Addressables 1.20.5, 1.18.19
Our project has about 800 addressable groups and 24000 entries labeled “preload”.
The list of groups and entries is written through the editor script.
The user must download the asset in advance after running the game.
If you call Addressables.DownloadDependenciesAsync(Preloadlabel) for download, CPU usage rises to 100%, and AsyncOperationHandle.GetDownloadStatus(). Percent stops at about 0.002.
Over time, only a part of the bundle is downloaded with hundreds of error messages, and the percent goes up rapidly. It is completed at 100 %or stops at a specific %.
After this, if you check the download size, it appears to be partially downloaded.
For example, start to download when the bundle is 3GB, and if you run the game again after failure, the download size will appear 2.1GB.

If you are suspicious of these symptoms or how to solve it, please comment.
Below is an error and code screenshot.
thank you.


In addition, errors occur, but they are being downloaded little by little. You can download the entire bundle by trying to download it three or five times.

Maybe it’s related to ‘Max Concurrent Web Requests’ setting. It was 500 by default in the older versions and it’s too large, so it has been changed to 3 by default in the recent versions. If you upgraded your project from a older version of Addressables, the setting won’t change automatically.

For ‘Max Concurrent Web Requests’, I tried all values of 500, 20, 10, 3, 1000, but there was no difference.