Build and distribute a mod
Linked Addressables are meant to keep stock content out of your mod while allowing your mod-owned assets to reference it.
Build through the supported pipeline
Build the mod through its normal Redux SDK and ThunderKit Addressables pipeline. Do not export a Unity package containing materialized stock assets and do not copy the external source directory into the mod.
Before building, do all of the following:
make sure every linked descriptor imports without errors
save all prefabs and ScriptableObjects that use linked references
confirm the external source matches the game version you target
rebuild your mod's Addressables content
The Redux SDK translates linked references during content building so the produced mod content points back to the external game objects.
What belongs in the release
Include the ordinary output of your mod:
swinfo.jsonor the generated mod descriptoryour assemblies
your mod-owned Addressables catalog and bundles. The bundles keep the
feature:andnofeature:labels of your content assets.mod-owned configuration and data files
The exact layout is the same as a mod that does not use linked assets.
What does not belong
Do not include:
the game's external Addressables bundles
extracted copies of stock textures, materials, prefabs, or audio
an entire external
settings.json/catalog directory as mod contenteditor-only generated preview or staging folders
A linked descriptor may remain in the Unity source project. It is not a replacement stock asset for users to install.
Test the packaged result
A successful Unity build is not enough. Deploy the built mod to a clean test installation that contains only the expected game/Redux content and the mod's declared dependencies. Test in a campaign that has your mod and its features on. A mod is off in campaigns until the player turns it on.
Check each linked reference in the part of the mod that uses it. Missing references often appear only after packaging because the editor can still see the external source directly.
Also inspect the release archive. If its size suddenly includes large stock bundles, stop and correct the build configuration before distributing it.
Compatibility
Linked references assume the target asset still exists in the user's installed content. State the supported Redux/game version and rebuild against updated content when addresses or bundle layouts change.