Airdrop Asset Reference
The airdrop asset is the data definition for every care package that falls from the Unturned™ dropship. When a player calls in a supply drop, the server selects an airdrop asset, spawns a falling care package model at the drop location, and places a landable barricade at the impact point. The airdrop asset controls both the falling model and the landed barricade, giving map authors and server operators control over the visual and functional presentation of supply drops.
This article is the 57 Studios™ complete reference for the airdrop asset type. It covers the two properties that the airdrop asset defines, how the level asset references the airdrop asset, the default care package behavior that applies when no custom airdrop asset is assigned, and the full visual chain from dropship flyover to landed barricade.

Documentation source: The airdrop asset documentation in this article is drawn from the official Smartly Dressed Games modding documentation.
Who this article is for
This article is written for Unturned™ map authors and server operators who want to customize the care package visual appearance. Familiarity with master bundle pointers and asset pointer syntax is assumed.
What you will learn
- The two fields that define an airdrop asset
- How the level asset references an airdrop asset
- The default care package behavior
- How to create a custom airdrop asset with a unique model and barricade
Background: the airdrop visual chain
When a care package is called in, the server executes a sequence of visual and gameplay events that involve three distinct entities: the dropship, the falling care package, and the landed barricade.
The dropship is a flying vehicle that appears on the horizon, flies over the drop location, and releases the care package. The dropship model is defined by the level asset's Dropship master bundle pointer, not by the airdrop asset. The airdrop asset controls only the care package phase of the sequence.
After the dropship releases the care package, the falling model is displayed. This model is the Carepackage_Prefab field in the airdrop asset. The model deploys a parachute and descends to the ground at the target location.
When the care package lands, the falling model is replaced by the landed barricade. This barricade is specified by the Landed_Barricade field. The barricade is a standard item storage asset that players can access to collect the supplies.
The pivot point of the landed barricade matches the pivot point of the care package as it hit the ground, so the barricade appears at the exact location where the falling model touched down.
Complete .dat field reference
The airdrop asset has exactly two fields beyond the standard identity fields. This is one of the simplest asset types in the game, with no damage, health, inventory, or configuration properties.
| Field | Type | Required | Default | Purpose |
|---|---|---|---|---|
Landed_Barricade | Asset Pointer | Yes | None | Asset pointer to a barricade item storage asset. This barricade is spawned at the impact point when the care package lands. |
Carepackage_Prefab | Master Bundle Pointer | Yes | None | Master bundle pointer to the prefab that is displayed while the care package is falling. The prefab should include a parachute animation. |
Both fields are required. An airdrop asset without a Landed_Barricade or Carepackage_Prefab assignment will not function correctly.
Type string
The type string for the airdrop asset class is:
SDG.Unturned.AirdropAssetThis type string appears in the Type property of the asset definition and is used by the engine to identify the asset class at load time.
Landed_Barricade field
The Landed_Barricade field is an asset pointer that references a barricade asset. The referenced barricade must be of a type that can be placed on the ground as a storage container. Standard vanilla barricades that work well as landed care packages include:
Storagetype barricades (crates, lockers, boxes)- Any barricade that defines an inventory surface
The barricade's pivot point determines where the barricade appears relative to the care package's impact point. The pivot point of the spawned barricade matches the pivot point of the care package as it hit the ground. If the barricade's pivot is offset from its base, the barricade may appear partially buried or floating above the ground.
Carepackage_Prefab field
The Carepackage_Prefab field is a master bundle pointer that references a Unity prefab. The prefab is spawned at the care package's drop location and displayed while the care package is falling. The prefab should include:
- A 3D model of a supply crate or container
- A parachute mesh that deploys on spawn
- An animation that transitions from falling to landing (optional)
- No pivot offset -- the prefab's origin should be at the bottom center
The prefab is displayed during the falling phase and is destroyed when the care package lands. At the landing moment, the Landed_Barricade is spawned at the same location.
Level asset reference
The airdrop asset is referenced by the level asset through the AirdropAsset asset pointer field. The level asset is the configuration file for a specific map. When a player calls in a supply drop on that map, the server looks up the AirdropAsset field in the level asset, resolves the asset pointer to an airdrop asset, and uses that asset's Carepackage_Prefab and Landed_Barricade fields.
If the level asset does not specify an AirdropAsset, the server uses the default care package behavior. The default behavior uses vanilla models for both the falling care package and the landed barricade.
The level asset also defines the Dropship field, which controls the dropship model that flies over the map. The dropship and the airdrop asset are independent -- a level asset can specify a custom dropship model with a default airdrop, or a custom airdrop with a default dropship, or both.
Default care package behavior
When no custom airdrop asset is assigned to the map, the server uses the following defaults:
| Component | Source | Default |
|---|---|---|
| Dropship model | Level asset Dropship field | Vanilla dropship model |
| Falling care package | Default (no airdrop asset) | Vanilla care package model with parachute |
| Landed barricade | Default (no airdrop asset) | Vanilla supply crate barricade |
| Contents | Spawn table or random loot | Random items from the map's spawn tables |
The default care package behavior is sufficient for most maps and servers. Custom airdrop assets are primarily used by map authors who want a thematic care package that matches their map's visual style -- for example, a military-themed map with olive drab crates, or a sci-fi map with futuristic containers.
Creating a custom airdrop asset
To create a custom airdrop asset, create a .dat file with Type SDG.Unturned.AirdropAsset and the two required fields. The asset can be placed in the map's asset bundle or in a separate Workshop item.
Example AirdropCustom.dat:
GUID f1a2b3c4d5e64a7b8c9d0e1f2a3b4c5d
Type SDG.Unturned.AirdropAsset
Landed_Barricade 1234
Carepackage_Prefab
{
Name mymod.masterbundle
Path /Assets/MyCarepackage.prefab
}The Landed_Barricade field uses an asset pointer (by ID or GUID) to reference the barricade item. The Carepackage_Prefab field uses a master bundle pointer with two sub-fields: the bundle name and the prefab path within the bundle.
Diagnostic table
Airdrop asset field syntax reference
Landed_Barricade syntax
The Landed_Barricade field uses asset pointer syntax. The asset can be referenced by its uint16 ID or its 32-character hex GUID:
# By ID
Landed_Barricade 1234
# By GUID
Landed_Barricade a1b2c3d4e5f64a7b8c9d0e1f2a3b4c5dThe referenced asset must have Type Barricade or an equivalent barricade subclass.
Carepackage_Prefab syntax
The Carepackage_Prefab field uses master bundle pointer syntax with two sub-fields:
Carepackage_Prefab
{
Name mymod.masterbundle
Path /Assets/CarepackagePrefab.prefab
}The Name sub-field specifies the master bundle file name. The Path sub-field specifies the path to the prefab within the bundle. Both sub-fields are required.
| Symptom | Most likely cause | Resolution |
|---|---|---|
| Care package falls with invisible model | Carepackage_Prefab points to a missing or corrupted prefab | Verify the master bundle pointer and confirm the prefab exists at the specified path |
| Landed barricade is invisible or missing | Landed_Barricade references a barricade asset that is not loaded | Verify the barricade asset ID or GUID is correct and that the barricade mod is loaded |
| Barricade appears at wrong height | The barricade's pivot point does not match the care package's landing position | Adjust the barricade prefab's pivot in Unity so that the base is at the origin |
| Care package floats in midair after landing | The falling prefab did not trigger conversion to the landed barricade | Check that the prefab's landing animation triggers the state transition correctly |
| Default care package appears instead of custom | The level asset does not reference the custom airdrop asset | Add the AirdropAsset field to the level asset with the correct asset pointer |
Airdrop asset modding patterns
The following patterns represent common customizations that map authors and server operators apply to airdrop assets.
Themed care packages
A map with a specific visual theme should have an airdrop asset that matches. Examples include: military maps with olive drab crates and military equipment barricades, arctic maps with white crates and snow-camo barricades, survival maps with wooden crates and basic wooden storage, sci-fi maps with metallic crates and futuristic containers, and medieval maps with wooden chests and barred containers.
Tiered care packages
For servers that want different care package tiers (common, rare, legendary), create multiple airdrop assets with different Landed_Barricade references. The common tier uses a basic wooden crate, the rare tier uses a metal locker, and the legendary tier uses a locked safe. The selection logic requires a plugin or script that chooses the appropriate airdrop asset based on the drop context.
Interactive falling animations
The Carepackage_Prefab can include animated elements beyond parachute deployment. Examples include: blinking lights on the care package during descent, smoke trails from the care package, audio cues (a whistle sound during descent), a landing flare effect that triggers on impact, and rotating or spinning crate animations.
Frequently asked questions
Can an airdrop asset contain multiple different barricades?
No. The Landed_Barricade field accepts a single asset pointer. Each airdrop asset produces exactly one type of landed barricade. To have different care packages produce different barricades, create multiple airdrop assets and configure the level asset or the spawn logic to select between them.
Does the airdrop asset control the contents of the care package?
No. The contents of the care package are determined by the map's spawn tables, not by the airdrop asset. The airdrop asset controls only the visual presentation (the falling model and the landed barricade). The items inside the barricade are populated by the server's loot system when the barricade spawns.
Can I use a vehicle or structure as the Landed_Barricade?
The Landed_Barricade field accepts barricade-type assets. Vehicle and structure assets are separate types and cannot be used directly. If you want a vehicle or structure to appear when the care package lands, you would need a plugin or script that spawns the vehicle at the drop location and optionally disables the barricade spawning.
Can multiple maps share the same custom airdrop asset?
Yes. An airdrop asset is a standalone asset that can be referenced by any level asset. If you publish the airdrop asset as a Workshop item, any map on your server can reference it through their level asset configuration.
Is the airdrop asset used by the /airdrop admin command?
Yes. The /airdrop or @airdrop admin command calls in a supply drop at the player's location. The same airdrop asset lookup chain applies: the server reads the level asset's AirdropAsset field, resolves the airdrop asset, and spawns the falling model and landed barricade.
Can I configure an airdrop to drop at a random location instead of the player's position?
The default airdrop behavior drops at the player's position or at the targeted location. Random airdrop locations require a plugin or script that selects a random map coordinate and calls the airdrop function with that coordinate.
Can I make an airdrop asset that does not spawn a landed barricade?
No. The Landed_Barricade field is required. An airdrop asset must always resolve to a valid barricade. If you want a care package that does not leave a container, you would need a plugin that overrides the default airdrop behavior and replaces the barricade spawn with another action.
Does the airdrop asset affect the audio of the care package falling?
No. The airdrop asset controls only the visual model and the landed barricade. The audio of the dropship flyover, the care package falling, and the impact are controlled by the game's audio system separately. Custom airdrop audio would require a plugin or audio asset override.
How does the airdrop asset interact with the level asset's Dropship field?
The airdrop asset and the Dropship field are independent. The Dropship field controls the aircraft that flies over the map and releases the care package. The airdrop asset controls what is released and what lands. A map can have a custom dropship model with a standard airdrop, a custom airdrop with a standard dropship, or both custom. The level asset should specify both fields separately if both need to be customized.
Can an airdrop asset be used on any map?
An airdrop asset can be referenced by any level asset that has an AirdropAsset field. If the airdrop asset is published as a Workshop item or included in a shared assets bundle, any map on the server can reference it. If the airdrop asset is bundled with a specific map's files, only that map can use it.
How long does the landed barricade persist after the care package lands?
The landed barricade follows the same persistence rules as any other placed barricade on the server. On vanilla servers, barricades persist until they are destroyed by players, decay due to the barricade decay system, or are manually removed by an admin. The airdrop asset does not configure the barricade's persistence behavior -- that is determined by the barricade asset and the server's configuration.
Can I configure airdrops to drop specific loot based on which airdrop asset is used?
The airdrop asset itself does not define loot contents. However, a server-side plugin can detect which airdrop asset was used (by checking the barricade type that spawned) and populate the barricade's inventory with appropriate items. This is an advanced configuration that requires plugin development.
What happens if the Landed_Barricade asset is not loaded on the server?
The airdrop falls with the correct falling model but no barricade appears when it lands. The falling model reaches the ground and disappears, leaving no interactable container. Players see the care package fall but find nothing at the impact point.
Airdrop asset file structure
An airdrop asset is defined by a single .dat file. Unlike item assets, there is no companion English.dat for localization because the airdrop asset is not displayed in the player's inventory or hotbar. The asset is only referenced internally by the level asset and the server's airdrop system.
The asset is typically placed in the same bundle as the level asset that references it, or in a shared assets bundle that multiple maps can reference.
The dropship interaction
While the airdrop asset does not control the dropship model, understanding the dropship interaction helps map authors coordinate the visual chain. The dropship model is defined by the level asset's Dropship master bundle pointer. When a care package is called, the dropship spawns at a random point on the horizon, flies toward the drop location, opens its bay doors, releases the care package, and continues flying past the drop location before despawning.
The Carepackage_Prefab model is attached to the dropship during the flyover phase and released when the dropship reaches the drop point. After release, the care package prefab deploys its parachute and descends independently.
The release point is determined by the server based on the drop target location and the dropship's flight path. The dropship always approaches from a random cardinal direction to provide visual variety.
Airdrop asset as part of the level ecosystem
The airdrop asset is one component of the broader level asset ecosystem. A level asset defines multiple visual and gameplay overrides for a map, and the airdrop is one of the visible ones. Other level asset properties that affect the airdrop experience include:
| Level asset field | Effect on airdrop | Independent from airdrop asset? |
|---|---|---|
Dropship | Changes the dropship aircraft model | Yes, independent of airdrop asset |
AirdropAsset | Changes the falling model and landed barricade | This is the airdrop asset reference |
| Weather | Affects visibility of the falling care package | No direct interaction |
Best practices
- Ensure the falling prefab has a parachute visual that deploys on spawn. The default care package animation includes parachute deployment, and players expect to see it.
- Set the barricade's pivot point at its base so that it appears flush with the ground. A barricade with a raised pivot appears to float above the impact point.
- Test a custom airdrop asset in single-player before deploying to a server. The visual chain (dropship, falling, landing) has multiple moving parts and a full test catches issues that static analysis misses.
- Publish custom airdrop assets as standalone Workshop items so that multiple maps can reference them without duplicating the asset files.
- Match the visual style of the airdrop asset to the map's theme. A sci-fi care package on a medieval map looks incongruous.
Airdrop asset composition and field interaction
The two fields of the airdrop asset interact in specific ways that affect the overall care package experience.
Field dependency
The Landed_Barricade and Carepackage_Prefab fields are independent of each other. Changing one does not affect the other. A custom falling model can use a standard landed barricade, and a standard falling model can use a custom landed barricade. The two fields define separate phases of the care package lifecycle and are resolved independently by the engine.
Visual continuity
For the best visual experience, the falling model and the landed barricade should share the same visual language. A care package that falls with a futuristic metallic container and lands as a wooden crate breaks the visual continuity that players expect. Coordinate the two assets so that they look like the same object before and after landing.
Performance considerations
The Carepackage_Prefab is spawned as a game object with physics (for the falling and parachute simulation). Complex prefabs with high polygon counts, multiple materials, or particle systems increase the performance cost of each airdrop event. For servers that experience frequent airdrops (multiple per hour), keep the falling prefab geometry under 2000 triangles and limit particle effects.
Appendix A: Quick reference
| Field | Type | Required | Purpose |
|---|---|---|---|
Type | string | Yes | SDG.Unturned.AirdropAsset |
Landed_Barricade | Asset Pointer | Yes | Barricade spawned at impact point |
Carepackage_Prefab | Master Bundle Pointer | Yes | Falling model with parachute |
Appendix B: External references
- Smartly Dressed Games modding documentation -- official reference for airdrop assets, level assets, and asset pointers.
- Level Asset Reference -- the level asset article covering the
AirdropAssetandDropshipfields. - Animal Asset Reference -- the next article in this series.
- Spawning Custom Items -- covers spawn table configuration that determines care package contents.
Document history
| Version | Date | Author | Notes |
|---|---|---|---|
| 1.0 | 2026-07-26 | 57 Studios | Initial publication. Complete airdrop asset field reference, visual chain description, level asset integration, and custom care package configuration guidance. |
Appendix F: Custom airdrop asset template
GUID <generated-uuid-no-hyphens>
Type SDG.Unturned.AirdropAsset
Landed_Barricade <barricade-id-or-guid>
Carepackage_Prefab
{
Name <bundle-name>.masterbundle
Path /<path>/<prefab-name>.prefab
}Replace the placeholder values with the actual GUID, barricade reference, bundle name, and prefab path.
Authoring checklist
- [ ]
Landed_Barricadereferences a valid barricade storage asset - [ ]
Carepackage_Prefabpoints to a valid prefab in the master bundle - [ ] The falling prefab includes a parachute visual
- [ ] The barricade pivot is set to the base for ground-level placement
- [ ] The airdrop asset is referenced by the level asset's
AirdropAssetfield - [ ] The custom airdrop asset has been tested in single-player with
/airdrop
Airdrop asset lifecycle from server perspective
From the server's perspective, the airdrop event follows a specific lifecycle that determines when each field of the airdrop asset is read and used.
Event trigger
The airdrop event begins when the server receives a trigger. The trigger can be a player using a radio or flare item, an admin executing the /airdrop command, or a plugin calling the airdrop function programmatically. The server reads the level asset to determine which airdrop asset to use.
Asset resolution
The server resolves the AirdropAsset pointer from the level asset. If the pointer is valid, the server loads the airdrop asset's Carepackage_Prefab and Landed_Barricade fields. If the pointer is missing or invalid, the server falls back to the default care package behavior.
Spawn
The server spawns the dropship at a random horizon point using the level asset's Dropship field. The dropship flies toward the drop target. The Carepackage_Prefab is instantiated and attached to the dropship interior.
Release and descent
At the drop point, the dropship releases the care package prefab. The prefab deploys its parachute and descends. The server simulates the descent using the prefab's rigidbody and the configured physics parameters.
Landing and conversion
When the prefab reaches ground level, the server destroys the falling prefab and spawns the Landed_Barricade at the impact point. The barricade is populated with loot from the map's spawn tables.
Cleanup
The landed barricade persists in the world until a player collects the loot and the barricade is destroyed or despawns according to the server's barricade decay rules.
Appendix C: Common airdrop asset configuration scenarios
| Scenario | Landed_Barricade | Carepackage_Prefab | Use case |
|---|---|---|---|
| Default replacement | Custom barricade | Default prefab | Change storage type only |
| Visual only | Default barricade | Custom prefab | Change falling appearance only |
| Full custom | Custom barricade | Custom prefab | Complete visual overhaul |
| Tier common | Wooden crate | Basic container | Low-tier loot |
| Tier rare | Metal locker | Reinforced container | Mid-tier loot |
| Tier legendary | Locked safe | Armored container | High-tier loot |
Appendix D: Master bundle pointer field validation
| Field | Required | Common mistakes |
|---|---|---|
Name | Yes | Misspelling the bundle file name, forgetting the .masterbundle suffix |
Path | Yes | Using a Windows-style backslash path instead of forward slash; omitting the leading / |
Appendix E: Common airdrop asset configuration errors
| Error | Symptom | Cause | Fix |
|---|---|---|---|
| Missing Landed_Barricade | Care package falls but no container appears | Field omitted from .dat | Add Landed_Barricade with valid asset reference |
| Invalid Carepackage_Prefab path | Falling model is invisible or pink | Incorrect path in master bundle pointer | Verify the path matches the bundle's internal structure |
| Wrong type string | Asset not recognized by engine | Type is not SDG.Unturned.AirdropAsset | Correct the Type field |
| Bundle not found | Server gives "missing bundle" warning | Bundle name does not match any loaded bundle | Confirm the bundle is included in the mod's content |
Document history
| Version | Date | Author | Notes |
|---|---|---|---|
| 1.0 | 2026-07-26 | 57 Studios | Initial publication. Complete airdrop asset field reference, visual chain documentation, level asset integration, and custom care package configuration. |
Authoring checklist
- [ ]
Landed_Barricadereferences a valid barricade storage asset - [ ]
Carepackage_Prefabpoints to a valid prefab in an existing master bundle - [ ] The falling prefab includes a parachute deployment animation
- [ ] The barricade pivot is at its base for correct ground alignment
- [ ] The airdrop asset is referenced by the level asset's
AirdropAssetfield - [ ] The custom airdrop has been tested in single-player using
/airdrop
Airdrop asset authoring notes for Unity
The Carepackage_Prefab requires specific setup in Unity to function correctly as a falling care package.
Prefab requirements
The prefab must have a Rigidbody component with gravity enabled for the falling simulation. The parachute should be deployed automatically on spawn through an Animator trigger or a script on the prefab.
Pivot point
The prefab's pivot point determines where the care package attaches to the dropship and where the Landed_Barricade spawns on impact. Set the pivot at the bottom center of the crate. A pivot at the center of the mesh causes the barricade to spawn half-buried.
Collision detection
The prefab needs a collider for ground detection. When the collider contacts the ground layer, the engine triggers the landing event and spawns the Landed_Barricade. Without a collider, the care package falls through the ground forever.
Airdrop asset field validation at load time
When the server loads an airdrop asset, it validates that both Landed_Barricade and Carepackage_Prefab are present and resolvable. If Landed_Barricade references an asset that does not exist, the server logs a warning and falls back to the default barricade for that map. If Carepackage_Prefab references a missing prefab, the falling care package is invisible.
The type string SDG.Unturned.AirdropAsset must match exactly. Any deviation causes the asset to be ignored at load time with no error message.
Cross-references
- Level Asset Reference -- covers the
AirdropAssetandDropshiplevel asset fields. - Animal Asset Reference -- the next article; covers animal NPC configuration.
- Mod Load Order and Conflict Resolution -- the previous article.
- Smartly Dressed Games modding documentation -- official reference for airdrop assets, level assets, and master bundle pointers.
- Unturned on Steam -- Unturned™ store page.
The airdrop asset reference above covers every field and interaction that a map author needs to customize the care package experience. The two-field asset type is one of the simplest in the Unturned™ asset system, but its impact on player experience is disproportionately large -- the care package event is one of the most visually dramatic moments in survival gameplay. With only two required fields beyond the standard identity block, the airdrop asset is one of the simplest asset types to author, and the visual impact of a custom falling model and landed barricade is immediately visible to players.
The two-field structure of the airdrop asset makes it an ideal starting point for new modders who want to learn the asset pointer and master bundle pointer systems. Creating a custom airdrop asset requires understanding both pointer types and produces a visible result on the first test.

The landed barricade shown above is the final stage of the airdrop lifecycle. Players can interact with it to collect the loot that the server's spawn system populated when the care package touched down. The barricade persists according to the server's barricade decay rules and can be destroyed by players or claimed as a temporary storage point.
The airdrop asset is a small but impactful part of the Unturned™ asset ecosystem. Its two fields control a highly visible gameplay event, and customizing those fields changes how players experience supply drops on a given map. Players can approach the barricade and collect the loot that the server's spawn system populated when the care package landed.
- Level Asset Reference -- covers the
AirdropAssetandDropshiplevel asset fields. - Animal Asset Reference -- the next article in this series.
- Mod Load Order and Conflict Resolution -- the previous article.
- Smartly Dressed Games modding documentation -- official documentation for airdrop assets.
- Unturned on Steam -- Unturned™ store page.
