--- uid: addressables-groups --- # Groups 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]. You can control how Unity handles assets during a content build by organizing your Addressables into groups and assigning different settings to each group as required. See [Organizing Addressable Assets] for information about how to organize your assets. When you initiate a content build, the build scripts create AssetBundles containing the assets in a group. The build determines the number of bundles to create and where to create them from both the [settings of the group] and your overall [Addressables system settings]. See [Builds] for more information. > [!NOTE] > Addressable Groups only exist in the Unity Editor. The Addressables runtime code does not use a group concept. However, you can assign a label to the assets in a group if you want to find and load all the assets that were part of that group. See __[Loading Addressable assets]__ for more information about selecting the assets to load using labels. ## Managing groups To manage your groups and Addressables assets, open the Addressables Groups window by going to **Window** > **Asset Management** > ** Addressables** > **Groups**. See [Addressables Groups window] for details about the features of this window. ### Create a group To create a group: 1. Open the Addressables Groups window - to **Window** > **Asset Management** > **Addressables** and select **Groups**. 2. Select **Create** in the toolbar to open the Create menu. 3. Select **Group** > **Packed Asset** to create a new group. (If you have created your own [Group Templates], they are also displayed in the menu.) 4. Select the new group and right-click (mac: cmd + click) to open its context menu. 5. Select **Rename** and assign the desired name. 6. Open the context menu again and select **Inspect Group Settings**. 7. Adjust the group settings as desired. For groups containing assets that you plan to distribute with your main application, the default settings are a reasonable starting point. For groups containing assets that you plan to distribute remotely, you must change the build and load paths to use the remote versions of the [Profile] path variables. (To build AssetBundles for remote distribution, you must also enable the __Build Remote Catalog__ option in your [Addressable System Settings].) See [Group settings] for more information about individual settings. ## Manage assets in a group #### Adding assets to a group Use one of the following methods to add an asset to a group: * Drag the assets from the Project window into the Group window and drop them into the desired group. * Drag the assets from one group into another. * Select the asset to open it in the Inspector window and enable the **Addressables** option. This adds the asset to the default group. Use the group context menu to change which group is the default group. * Add the folder containing the assets to a group - all assets added to the folder are included in the group. > [!NOTE] > If you add assets in a Resources folder to a group, the Addressables system first moves the assets to a non-Resource location. You can move the assets elsewhere, but Addressable assets can't be stored in a Resources folder in your Project. #### Remove assets from a group Select one or more assets in the Groups window and right-click (macOS: cmd + click) to open the context menu, then select **Remove Addressables**. You can also select the assets and press the Delete key to remove the assets from the group. #### Add or remove labels Select one or more assets in the Groups window, then select the label field for one of the selected assets. ![](../../images/addr_groups_1.png)
*Assigning labels* To assign labels, enable or disable the checkboxes for the desired labels. To add, remove or rename your labels, select the __Plus__ button, then select __Manage Labels__. To only add a new label, select the __Plus__ button and then select __New Label__. See [Labels] for more information on how to use labels. ### Group context menu To open the Group context menu and access group-related commands, right-click (macOS: cmd + click) on a group name. ![](../../images/addr_groups_6.png) *The Group content menu* | Command| Action | |:---|:---| | __Remove Group(s)__| Removes the Group and deletes its associated ScriptableObject asset. Unity reverts any assets in the group into non-Addressable assets. | | __Simplify Addressable Names__| Shortens the name of assets in the group by removing path-like components and extensions. | | __Set as Default__| Sets the group as the default group. When you mark an asset as Addressable without explicitly assigning a group, Unity adds the asset to the default group. | | __Inspect Group Settings__| Selects the group asset in the Unity Project window and in the Inspector window so that you can view the settings. | | __Rename__| Enables you to edit the name of the group. | | __Create New Group__| Creates a new group based on a group template. | ### Asset context menu To open the Addressable Asset context menu and access asset-related commands, right-click (macOS: cmd + click) on an asset. ![](../../images/addr_groups_7.png) *Addressable Asset context menu* | Command| Action | |:---|:---| | __Move Addressables to Group__| Move the selected assets to a different, existing group. | | __Move Addressables to New Group__| Create a new group with the same settings as the current group and move the selected assets to it. | | __Remove Addressables__| Remove the selected asset(s) from the Group and make the asset(s) non-Addressable. | | __Simplify Addressable Names__| Shortens the names of the selected assets by removing path-like components and extensions. | | __Copy Address to CLipboard__| Copies the asset's assigned address string to your system Clipboard. | | __Change Address__| Enables you to edit the asset's name. | | __Create New Group__| Create a new group based on a group template. This doesn't move the selected assets. | [Addressable System Settings]: xref:addressables-asset-settings [AddressableAssetGroup]: xref:UnityEditor.AddressableAssets.Settings.AddressableAssetGroup [AddressableAssetGroupSchema]: xref:UnityEditor.AddressableAssets.Settings.AddressableAssetGroupSchema [Addressables Groups window]: xref:addressables-groups-window [Addressables Settings]: xref:addressables-asset-settings [Addressables system settings]: xref:addressables-asset-settings [Analyze]: xref:addressables-analyze-tool [AssetBundle Compression]: xref:AssetBundles-Cache [AssetReference]: xref:addressables-asset-references [Build scripts]: xref:addressables-builds#build-commands [Builds]: xref:addressables-builds [Content update builds]: xref:addressables-content-update-builds [Content Workflow: Update Restrictions]: xref:addressables-content-update-builds#settings [Custom Inspector scripts]: xref:VariablesAndTheInspector [Default Build Script]: xref:addressables-builds [Event Viewer]: xref:addressables-event-viewer [Group settings]: xref:addressables-group-schemas [Group Templates]: xref:group-templates [Group templates]: xref:group-templates [Hosting]: xref:addressables-asset-hosting-services [Labels]: xref:addressables-labels [Loading Addressable assets]: xref:addressables-api-load-asset-async [Organizing Addressable Assets]: xref:addressables-assets-development-cycle#organizing-addressable-assets [Play Mode Scripts]: #play-mode-scripts [Profile]: xref:addressables-profiles [Profiles]: xref:addressables-profiles [ProjectConfigData]: xref:UnityEditor.AddressableAssets.Settings.ProjectConfigData [Schema]: xref:addressables-group-schemas#schemas [settings of the group]: xref:addressables-group-schemas [shared AssetBundles]: xref:addressables-build-artifacts#shared-assetbundles [template]: xref:addressables-group-schemas#group-templates [UnityWebRequestAssetBundle.GetAssetBundle]: xref:UnityEngine.Networking.UnityWebRequest.GetAssetBundle(System.String,System.UInt32) [AssetBundle.LoadFromFileAsync]: xref:UnityEngine.UnityEngine.AssetBundle.LoadFromFileAsync(System.String,System.UInt32,System.UInt64)