Asset types, sub-assets, and references

The catalog browser lists Unity object locations whose types can be resolved in the project. What you can do with a linked asset depends on its runtime type and how the source bundle stores it.

Main assets and sub-assets

One Addressables entry can contain a main asset plus materials, sprites, components, animation clips, or other sub-assets. The Redux SDK imports a project representation and keeps a source map for those objects.

Use the object Unity exposes in the Inspector. Do not assume the main asset is the only useful object in the file.

Prefabs

Linked GameObjects can be inspected and referenced, and they can be used as the base for visual prefab patches. Do not edit the linked prefab directly. Create a mod-owned prefab that references it, or create a prefab-patch variant.

Textures, sprites, and materials

These are suitable for serialized fields such as renderer materials, UI images, and texture slots. The editor may use preview-safe representations for source shaders or resources that cannot run exactly as they do in the game. Always verify the final appearance in game.

Audio, video, animation, and complex assets

These assets can have runtime behavior that an editor preview does not exercise. A non-null Inspector field proves that the reference serialized; it does not prove playback, decoding, animation binding, or lifetime.

Test the consumer that actually uses the asset.

Components and object references

A prefab can contain references between GameObjects, components, and nested assets. The Redux SDK preserves those relationships through its source map. Avoid unpacking or manually duplicating imported objects, because that loses the external identity used during build translation.

Type mismatches

Unity only accepts an object when the serialized field type is compatible. If the browser shows Texture2D, it cannot be assigned directly to a field that requires Sprite, even if the source texture also has sprite sub-assets. Choose the appropriate sub-asset or a catalog entry of the expected type.

Unsupported or broken imports

An import error should be treated as a failed link. Check:

  • whether the game assembly defining the type is present

  • whether all dependency bundles exist

  • whether the descriptor's catalog matches the configured source

  • whether the selected provider is supported

  • whether the source asset depends on an editor-unsupported shader or serialization feature

Report the address, asset type, provider, and complete import error when asking for help.