What problem does it solve? Automating Unity Addressables authoring from the Editor normally requires direct package references and manual work in the Groups window; this Skill exposes group creation, asset entry assignment, profile switching, and content builds as callable operations that resolve through reflection, so it works whether or not the package is installed. ## Core Features & Use Cases - Group and Entry Management: Create Addressables groups (with automatic rename-on-collision reporting) and add or move asset entries by project-relative path with optional custom addresses. - Profile and Build Control: Read and switch the active Addressables profile, then trigger AddressableAssetSettings.BuildPlayerContent for the current build target. - Safe Probing: The addressables_check_installed skill reports installed/configured state first, returning structured MISSING_PACKAGE or TARGET_NOT_FOUND errors instead of failing silently. - Use Case: A CI-style assistant workflow checks that com.unity.addressables is installed, creates a "RemoteContent" group, adds Assets/Prefabs/Enemy.prefab to it, switches to the production profile, and runs the content build. ## Quick Start Ask the assistant to check whether Addressables is installed and configured in this Unity project, then create a new group and add a specific asset to it.