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# Introduction to addressable asset groups
Understand how to use groups to organize addressable assets, control build paths, load paths, and AssetBundle packaging strategies.
A group is the main organizational unit of the Addressables system. Create and manage your groups and the assets they contain with the **[Addressables Groups window](GroupsWindow.md)**.
To control how Unity handles assets during a content build, organize Addressables into groups and assign different settings to each group as required.
You can optionally use the **[Auto Group Generator window](groups-auto-group-generator.md)** to automatically generate optimized groups for assets and their dependencies.
![The Addressables Groups window showing the toolbar and list of groups and assets.](images/addressables-groups-window.png)<br/><br/>*The Addressables Groups window showing the toolbar and list of groups and assets.*
When you begin a content build, the build scripts create AssetBundles that contain the assets in a group. The build determines the number of AssetBundles to create and where to create them from both the [settings of the group](GroupSchemas.md) and the [Addressables system settings](AddressableAssetSettings.md). For more information, refer to [Builds](Builds.md).
> [!NOTE]
> Addressable Groups only exist in the Unity Editor. The Addressables runtime code doesn't use a group concept. However, you can [assign a label](Labels.md) to the assets in a group if you want to find and load all the assets that were part of that group. For more information, refer to [Loading Addressable assets](LoadingAddressableAssets.md).
Unity saves the groups you create in the `AssetGroups` subfolder of `AddressableAssetsData`. When you select a group in this folder, you can use the Inspector to define the following:
* **Build paths**: Where to save your content after a content build.
* **Load paths**: Where your application looks for built content at runtime.
* **Bundle mode**: How to package the content in the group into a bundle. You can choose the following options:
* One bundle containing all group assets
* A bundle for each entry in the group (useful if you mark entire folders as Addressable and want their contents built together)
* A bundle for each unique combination of labels assigned to group assets
* **Content update restriction**: Restrict groups when creating content update builds. For more information, refer to [Content update builds](ContentUpdateWorkflow.md).
For full details of each setting, refer to [Content packing settings reference](ContentPackingAndLoadingSchema.md).
You can also use profile variables to automatically set these paths. For more information, refer to [Profiles](AddressableAssetsProfiles.md).
## Additional resources
* [Add assets to groups](groups-create.md)
* [Define group settings](GroupSchemas.md)
* [Labelling assets](Labels.md)
* [Addressables Groups window reference](GroupsWindow.md)
* [Introduction to loading Addressable assets](load-addressable-assets.md)