--- uid: addressables-content-packing-and-loading-schema --- # Group Inspector settings reference Reference for Group Inspector settings that control build paths, load paths, bundle modes, and content update restrictions. When you select an Addressable group, you can control its settings in the Inspector. To open a group's settings, select the group from its containing folder in the **Project** window. Alternatively, open the [Addressables Groups window](GroupsWindow.md) (**Window > Asset Management > Addressables > Groups**), then select a group. The group's settings are displayed in the Inspector. ![The Inspector window for the Default Local Group.](images/groups-default-settings.png)
*The Inspector window for the Default Local Group.* ## Include in build Enable to include assets in this group in a content build. ## Inspect Top Level Settings Displays the [Addressables Asset Settings](AddressableAssetSettings.md) window for this group. ## Content Packing & Loading The Content Packing & Loading schema is the main Addressables schema used by the default build script, and it defines the settings for building and loading Addressable assets. ### Build and Load Paths Determine where the artifacts for your content builds are created and where the Addressables system loads them at runtime. The build and load path options are defined by variables in a [Profile](xref:addressables-profiles). | **Property**| **Description** | |:---|---| | __Build & Load Paths__ | The [Profile path](xref:addressables-profiles) pair that defines where the Addressables build system creates artifacts for this group and where the Addressables system loads those artifacts at runtime. Choose a path pair from the list or select `` if you want to set the build and load paths separately.| | __Build Path__

__Load Path__|Only available if you set __Build & Load Paths__ to ``. A Profile variable that defines where the Addressables build system creates artifacts for this group, or loads the build artifacts of the group. You can also set a custom string. Use one of the following:| When you choose a Profile variable, a preview of the path is displayed in the __Path Preview__. Components of the path in braces, such as `{UnityEngine.AddressableAssets.Addressable.RuntimePath}`, indicate that a static variable is used to construct the final path at runtime. That portion of the path is replaced by the current value of the static variable when the Addressables system initializes at runtime. > [!WARNING] > If you change the local build or load paths from their default values, you must copy the local build artifacts from your custom build location to the project's `StreamingAssets` folder before making a Player build. Changing these paths also prevents building your Addressables as part of the Player build. ## Advanced Options | **Property**| **Description** | |:---|---| |__Use Defaults__|Uses the default compression settings, which is LZ4.| | __Asset Bundle Compression__| The compression type for all bundles produced from the group. Choose from the following: For more information about AssetBundle caching, refer to [AssetBundle compression formats](xref:um-asset-bundles-cache).| | __Use Asset Bundle Cache__| Cache remotely distributed bundles. | |__Cache Clear Behavior__|Controls how old AssetBundles are cleared. Choose from the following:| | __Asset Bundle CRC__| Set how to verify a bundle's integrity before loading it: Checking for a change in the file requires the entire AssetBundle to be decompressed and the check processed on the uncompressed bytes. If your AssetBundle contains data that might be tampered with, such as settings values, then you might want to consider enabling CRC checks on saved AssetBundles.| | __Bundle Naming Mode__| Set how to construct the file names of AssetBundles:| |__Include Addresses in Catalog__|Include the address strings in the catalog. If you don't use address strings to load assets in the group, you can disable this property to decrease the size of the catalog.| |__Include GUIDs in Catalog__|Include GUID strings in the catalog. You must include GUID strings to access an asset with an [`AssetReference`](xref:addressables-asset-references). If you don't use `AssetReference` or GUID strings to load assets, you can disable this property to decrease the size of the catalog.| |__Include Labels in Catalog__|Include label strings in the catalog. If you don't use labels to load assets, you can disable this property to decrease the size of the catalog. | | __Bundle Mode__| Select how to pack the assets in this group into AssetBundles:| ## Content Update Restriction The Content Update Restriction schema determines how [Check for Content Update Restrictions](GroupsWindow.md#tools) treats assets in the group. To prepare your groups for a differential content update build rather than a full content build, open the [Addressables Groups window](xref:addressables-groups-window), go to **Tools** and run the **Check for Content Update Restrictions** command. The tool moves modified assets in any groups with the __Prevent Updates__ property enabled to a new group. The **Prevent Updates** property acts in the following way: * **Enabled**: If any assets in the AssetBundle have changed, then the [Check for Content Update Restrictions](builds-update-build.md#check-for-content-update-restrictions) tool moves them to a new group created for the update. When you make the update build, the assets in the AssetBundles created from this new group override the versions found in the existing AssetBundles. * **Disabled**: The tool doesn't move any assets. When you make the update build, if any assets in the AssetBundle have changed, then the entire bundle is rebuilt. ## Additional resources * [AssetBundle compression formats](xref:um-asset-bundles-cache) * [Addressables Groups window](GroupsWindow.md)