Let's say I want optional DLC to be packed up separately or set up a Unity project that players can use to create mods / extension packages. The way to do this using Addressables would be to pack them into a catalog. I could then have users install them to a predetermined directory and my game detects them and loads them at will using LoadContentCatalogAsync, is that right? The default Addressable build pipeline (BuildScriptPacked) is currently hardcoded to build a single catalog (catalog.json) that contains all asset groups. I realize I can write my own build script - but that reads way easier than it is, because nearly all useful functionality in the Addressables package is declared as internal, and so using it would mean going through reflection hell. I can also just embed the package into my project and edit it directly, but that means that updating Addressables will cause extra work in the future. So before I start with any of that, in case I missed something, is there already any way to build multiple catalogs, each containing a selected set of asset groups? In my case, in fact, I'd actually want one catalog per asset group.