I'm trying to get my head around the Addressable system, but trying to apply it to my specific use case. We will have users uploading images to a server, which I want to then import into Unity, and export AssetBundles for both iOS and Android. My understanding is that I should be able to set up an empty project (referencing the Addressables package), import the image, mark it as an addressable asset, then perform a build stage to generate the AssetBundles. In this build stage a json file with information on the addressables is created, and if I were to provide this to my other application, it should be able to load it using Addressables.LoadCatalogsFromRuntimeData() and then be aware of these assets that weren't around at it's build time? This information was gathered from this post : https://forum.unity.com/threads/can...te-from-an-other-project.547369/#post-3637720 I'm missing a couple of stages, so some direction on how to mark the assets programatically for Bundle Exports would be greatly appreciated.