Quick answer: Set the profile's RemoteLoadPath to the real CDN URL before building, upload bundles to that exact location, and confirm the catalog's internal IDs resolve.
Addressables works locally but remote content fails with 404 in the build because the load path in the catalog points somewhere the bundles are not. Aligning the load path and upload location fixes it.
How to fix it
1. Set RemoteLoadPath before building
In the Addressables profile, set RemoteLoadPath to the final CDN/base URL and rebuild, because the load path is baked into the catalog at build time and cannot be changed afterward.
2. Upload to the exact load path
Upload the contents of ServerData/[BuildTarget] to the location RemoteLoadPath resolves to, preserving the platform subfolder, so the requested URLs actually exist.
3. Inspect the resolved URLs
Enable Addressables logging or check the network requests to see the exact failing URL, then compare it to your CDN layout to pinpoint the path mismatch causing the 404.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.