I recently updated to 0.5.3 from 0.4.8 (skipping 0.5.2), alongside migrating to Unity 2018.3.0f2 from the latest version of 2018.2. Previously, if I were to build my game for Windows I would generate a addressables_content_state.bin file, which I would then target for content updates. However, this file is no longer generated when building my game. It does appear that I can "Build Player Content" and end up with oodles of asset bundles in my StreamingAssets folder (as I expect), but each time I want to change or update assets I end up having to delete the entire built directory structure or else the player content won't update at all. Worse, with no apparent rhyme or reason, some of my assets simply fail to load using the Addressables loading API in Packed Play Mode, both in a published app and in the editor. This seems to be a regression, as I was able to make use of the addressable asset bundles before in both the editor and in a published Game. This happens both with scenes and prefabs, but not with every scene or every prefab. Code (CSharp): Addressables - Unable to load runtime data at location C:/redacted/StreamingAssets/com.unity.addressables/settings.json. (Filename: C:/redacted/Library/PackageCachefirstname.lastname@example.org/Runtime/Addressables.cs Line: 159) InvalidKeyException encounterd in operation UnityEngine.ResourceManagement.CompletedOperation`1[UnityEngine.SceneManagement.Scene], result='UnityEngine.SceneManagement.Scene', status='None', valid=True, location=..