# Using linked assets in your mod

A linked asset is intended to be used from serialized Unity fields. The common workflow is drag-and-drop in the Inspector.

## In a mod-owned prefab

Open your prefab and assign the linked texture, material, audio clip, GameObject, or other object to the appropriate field. Save the prefab and build the mod normally.

The linked object remains visibly available in the editor, but your build must not treat it as mod-owned stock content. The Redux SDK build integration keeps the reference connected to the external source identity.

## In a ScriptableObject

Assign the linked asset to a serialized `UnityEngine.Object` field or a compatible concrete field. The field type must accept the linked asset's actual runtime type.

If a field becomes `None` after reimport, check the link's import error and whether the configured catalog/bundles still match its descriptor.

## In a prefab patch

Linked assets are the source prefab for visual prefab patches and the normal way to assign stock object references inside a patch variant.

For example, assigning a linked stock material to a renderer in the variant compiles an Addressables reference into the patch manifest. The stock material itself is not copied into your patch.

## In code

For normal runtime loading, prefer the stock Addressables key directly through the project's supported Addressables APIs. Linked assets are primarily an editor serialization bridge, you rarely if ever need to load the project descriptor from code.

The Redux SDK also exposes editor APIs for tools that need to create links programmatically, but the browser is safer when an address is ambiguous.

## Source version compatibility

A link identifies a specific address, type, provider location, and source catalog. Small catalog changes may continue to resolve, but moved or replaced content can invalidate it.

When updating the targeted game build:


1. update ThunderKit's external source
2. refresh the linked Addressables browser
3. reimport linked descriptors
4. inspect prefabs and ScriptableObjects for missing references
5. rebuild and test the mod

## Do not redistribute the source

Your mod may reference stock content already present in the user's installation. It must not include copied stock bundles or extracted stock assets. Keep the external Addressables source outside the mod's distributable folders.