Troubleshooting linked Addressables
Work from the source catalog to the linked descriptor, then to the consuming asset, then to the built output.
The browser will not load
Open Modding → Linked Addressables → Open Browser… and read the status line.
Missing
settings.json: verify ThunderKit's configured game installation and rerun the normal import.Missing
catalog.json/catalog.bin: verify the configured game installation and rerun the normal import.No linkable locations: verify the import finished and the expected game assemblies are available.
Missing bundle: repair or update the configured game installation, then rerun the import.
After correcting the source, click Refresh Catalog.
A descriptor has an import error
Select the descriptor and read the Console error. Reimport it after confirming that the configured catalog is the one from which it was created.
If the address now points to a different type or provider, recreate the link from the browser and reassign it where necessary.
An Inspector reference is missing
Check the descriptor first. Then confirm the field type accepts the linked object's runtime type. Reimport the consuming prefab or ScriptableObject after the link imports successfully.
Do not repair the field by dragging in an extracted copy of the stock asset; that hides the problem and creates redistributable content.
It works in the editor but not after build
This usually means the external identity was not carried through the build or the runtime installation does not match the source.
Check:
the mod was built with the supported Redux SDK and ThunderKit pipeline;
the build log contains no linked-reference translation error;
the package does not contain copied stock bundles;
the target installation contains the expected Addressables address;
all required mod-owned bundles were packaged.
For player projects, also check whether the build expects the external source in place or used the advanced copy option.
Diagnostics menu
Use Modding → Linked Addressables → Diagnostics → Validate Runtime State while testing. It reports the generated manifest, resolved source root, runtime readiness, loaded objects, failures, and bundle state.
Unload Bundles and Validate Assets is an advanced lifetime diagnostic. It intentionally unloads bundles and can disrupt the current test session; use it only when investigating references that become invalid after unload.
Reporting a problem
Include:
the Addressables address
the displayed asset type and provider
the configured source root
the descriptor import error
the first build/runtime error
whether the failure occurs in edit mode, Play Mode, a mod deployment, or a standalone player