When I update in Addressable Cloud I have to download the whole addressable

Hello everyone, I am using addressable cloud in Unity to make the user pre-download, but I have a problem like this.

When the user opens the first application, it downloads the size it should download (for example 100mb). As a developer, I add a new asset to the project and add it to the addressable group, then I update the cloud with the Update a previous Build option under the Build to CCD option. For example, let’s say I made a 20 mb addition.

When I want to download the new update to the user, it downloads 120mb. So he has to download all the addressable content again, which is terrible. How can I solve it?

In Unity, when you make an update in the group, you have to download the entire group, for example, you have a group named A, this group contains 100 mb of data, then if you add 20 mb to this group, the Addressable system is not set to detect this 20MB, it can calculate that the group has changed and that you need to download the entire group, so in this example you have no choice but to download 120 mb. The best method is to partition the groups in a logical way, try to set it so that there is at least mb change when you update.