Hello, We have the following problem: Our team has recently added Addressable Asset System to our project. We followed the documentation for a proper setup and got it working fine INSIDE Unity editor (both with local and remote builds). The problem comes when we try to run this build on a web browser (either locally or hosted on our web server). The game tries to download the complete bundle instead of downloading only the chunk of data it needs, causing the browser to run out of memory and crashing. The bundle is about 750MB big so far, and plenty more assets will be added in the future. A solution we NEED TO AVOID is having to manually break that big addressable bundle into smaller pieces, mainly because the amount of assets we will have will make the maintenance of them infeasible. We've been searching the documentation and the forums but couldn't find a similar use case or solution which solves our issue. What we want to achieve: WebGL build with the smallest build size possible by using Addressable Asset System to download required assets on demand, running in a Nginx based web server. What are we missing? P.S. If you need any more info about the setup of the project or have any questions about it, please just ask.