# What linked Addressables are

Linked Addressables let a Unity mod project reference assets that already belong to KSP2/Redux. In the editor they behave like persistent Unity assets: you can drag them into Inspector fields, inspect prefab hierarchies, and use them as the base of prefab patches.

The linked asset stores the source Addressables identity instead of importing a redistributable copy. At build and runtime, the Redux SDK reconnects that reference to the installed game's content.

## Why use them

Use a linked Addressable when your mod needs any of the following from stock:

* prefab
* texture/sprite
* material/shader-backed asset
* audio clip
* animation/animation controller
* ScriptableObject
* any other Unity object exposed by the external catalog

This is especially useful when a mod-owned prefab needs a stock material or texture, or when you want to create a [visual prefab patch](/doc/prefabs-JwCaFT4rZd) from a stock prefab.

## What a linked asset is not

A linked asset is not a copied game asset and not a new Addressables entry owned by your mod. The project-side file is a small descriptor plus an editor representation. The source data remains in the external Addressables build.



:::warning
This in-editor representation is not permission to redistribute the underlying content. As always, do not redistribute stock assets with your mod.

:::

## Editor and runtime roles

In edit mode, the link gives Unity a stable project asset that can be serialized in scenes, prefabs, and ScriptableObjects.

When content is built, the Redux SDK preserves the external identity rather than bundling the stock object as if your mod owned it.

At runtime, the reference resolves against the installed content expected by the descriptor. A link can fail if the target installation uses a different catalog or no longer contains the address.

## Requirements

You need a current Redux mod project with all of the following:

* the Redux SDK installed through the normal project setup
* ThunderKit configured for the game installation
* imported game assemblies and external Addressables metadata
* access to the source Addressables directory configured in ThunderKit