Player builds and advanced options

This page applies only to projects that intentionally produce a standalone Unity player containing linked references.

Use Unity's normal build UI

Build the player from File → Build Profiles.

The linked-Addressables build processor runs as part of the normal player build. It validates the external source, prepares translated content, stages required metadata, and writes a build receipt.

Include External Addressables in Player Build

The advanced option is under:

Modding → Linked Addressables → Advanced → Include External Addressables in Player Build

When disabled, the player expects the external source to remain at its configured location. This is appropriate for a local developer build where the source installation is available.

When enabled, the build copies the external Addressables source into the player output. This makes the player more self-contained but can be very large and may copy content you must not redistribute.

Do not enable it for a normal mod package.

Build profiles

Choose the target, scenes, development settings, and output folder in Build Profiles as you would for any Unity project. The linked integration does not replace Unity's build configuration.

If a build fails, read the first linked-Addressables error. Typical failures are missing settings.json, a missing catalog, missing dependency bundles, or stale translated content.

Generated and staged content

The Redux SDK creates generated manifests and temporary translated content under project-generated or Library paths. These are build products, not authored mod files. Do not add them to source control unless the project explicitly tracks a generated asset for its build system.

Verification

Run the built player from a location where it can resolve the chosen external-source mode. Exercise actual consumers such as UI textures, audio playback, prefabs, and ScriptableObjects. A build receipt proves staging completed; it does not prove every linked object behaves correctly at runtime.