Create your first linked asset

This walkthrough creates a persistent Unity reference to a stock Addressable.

1. Open the catalog browser

Open Modding → Linked Addressables → Open Browser….

The left side groups entries by address folder or label. The main list shows address, asset type, and provider.

2. Find the asset

Use the search field for address, label, type, or provider.

Useful filters:

  • t:GameObject for prefab-like entries

  • t:Texture2D for textures

  • l:<label> for one Addressables label

  • ordinary words to match any displayed field

You can also choose a type from the Type dropdown and switch grouping between address folders and labels.

3. Inspect the identity

Select an entry and check its full address, resolved type, provider, labels, and internal ID. If several catalogs use the same address, select the exact entry in the browser rather than creating a link by address from code.

4. Choose an output folder

The default is:

Assets/ReduxSDK/LinkedAddressables

You may keep links there or use a folder inside your own mod. The output must be under Assets.

Click Create Linked Asset. The Redux SDK writes a link descriptor, imports it, selects the resulting Unity object, and updates the generated runtime manifest.

5. Use it

Drag the linked asset into a serialized field on a mod-owned prefab or ScriptableObject just like an ordinary project asset.

For a linked prefab, you can also right-click it and choose Redux SDK → Create Prefab Patch from Linked Prefab.

Important rules

  • Treat the generated descriptor as the source of the link - do not unpack the imported object.

  • Do not add the linked stock asset to your mod's Addressables group as owned content.

  • Do not move only the imported sub-assets. Move the descriptor through Unity so its metadata stays intact.

  • Recreate or refresh links after changing the external catalog to a different game build.

Continue with Using linked assets in your mod for reference and packaging guidance.