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Troubleshooting

Start by opening the database and running Validate. It is the primary diagnostic for missing assets, disabled entries, duplicate or invalid IDs, type mismatches, and Streamed metadata problems.

The selector filters by expected type. An AudioClip field only shows entries whose assigned asset is an AudioClip.

Check that:

  • the entry is enabled;
  • its assigned asset has the expected type; and
  • it is registered in the active Asset References repository.

Run Validate, then check for a missing asset, disabled entry, duplicate or invalid ID, type mismatch, or Streamed setup warning.

Only one enabled entry can use an ID. Rename, disable, or remove the duplicate, then inspect usages before changing serialized references.

Asset References is documented for project assets and prefabs, not scene instances. Use Game Creator Alias for scene object IDs.

Open Game Creator Settings > Asset References once and confirm the repository exists. The active Game Creator settings asset is named skywardgames.assetreferences.

Direct mode stores serialized asset references in the repository and runtime cache. The source says this does not instantiate prefabs or duplicate assets, but referenced assets may remain reachable while the repository is loaded.

Use Streamed mode only after deciding on the required Addressables loading and release lifecycle.

If validation reports missing Addressables support, install a compatible Addressables package. If the entry’s address, group, labels, or GUID registration has drifted, use Sync Now or Repair Streamed.

Use the Reference ID as the Addressables address. Asset moves and renames continue to work when the asset’s .meta GUID is preserved.

Collect the Unity version, Game Creator 2 version, Asset References package version, exact Reference ID, load mode, validation output, Console errors, and minimal reproduction steps before using the Support page.