What does this flag exactly do? I mean it is explained here as https://docs.unity3d.com/Packages/c...DevelopmentCycle.html#content-update-workflow Code (CSharp): The recommended approach to content updates is to structure your game data into two groups: static content that you expect never to update and dynamic content that you expect to update. In this content structure, static content ships with the Player (or download soon after install) and resides in a single or a few large bundles. Dynamic content resides online and should be in smaller bundles to minimize the amount of data needed for each update. One of the goals of the Addressables system is to make this structure easy to work with and modify without having to change scripts. Sometimes you find yourself in a situation that requires changes to the "never update" content but you do not want to publish a full player build I understand this as: I can do with static bundles exactly the same as I can do with non-static ones and there is nothing I can't do with non-static ones. For every group I am able to set where I want the bundle to be build to and loaded from. The only difference seems to be what is written to the *.bin file, which is required for Content Updates. It would be really nice if we get a bit more information on how to properly set those groups up and a bit more detail about the Content Update would be nice. I'm currently trying to follow the linked explanation, but there are some weird thing which looks more like missing features/bugs than actual intended workflow: A change to a group, marked as static build to "LocalBuild" and loaded from "LocalLoad" will result in the asset moved to a new group ContentUpdate group with settings "non-static" and "RemoteBuild" and "RemoteLoad" as locations. The AssetBundles are platform dependent but it looks like I have to manually set the current platform, change the Addressable Profile to my platform dependent setting profile and delete whatever other bundles were build to Streaming Assets from other platforms to not have them copied all together. Also one question I have: When am I actually required to publish a full player build? I mean there are some obvious scenarios, but where approximatively is the breaking point? I have so many questions about the robustness of the system and seem to find little information about that (although I assume the answer is "it is as with Asset Bundles" - but I never used them before and there is not much information about them either as obviously the minority of users really seem to have adopted them).