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:

  1. make sure every linked descriptor imports without errors

  2. save all prefabs and ScriptableObjects that use linked references

  3. confirm the external source matches the game version you target

  4. 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.json or the generated mod descriptor

  • your assemblies

  • your mod-owned Addressables catalog and bundles. The bundles keep the feature: and nofeature: 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 content

  • editor-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.