Christmas Redirect System
The Christmas Redirect system is a holiday content override mechanism in Unturned™ that allows certain assets to display alternative models and configurations during the Christmas holiday season. When the system clock falls within the configured holiday period, assets flagged with holiday-specific fields redirect to their seasonal counterparts, transforming the game world with Christmas decorations, snow-covered tree variants, and festive resource nodes.
57 Studios™ has documented and validated the Christmas Redirect system across the shipped tree, resource, and landscape material asset files. This article covers every field involved in the redirect mechanism, the holiday detection timing, the asset types that support the system, and how mod authors can create custom holiday content overrides for their maps and mods.

Documentation source: This article references information derived from shipped game files in
Bundles\Trees\,Bundles\Resources\, andBundles\Assets\Landscapes\Materials\. Official SDG documentation coverage of this system is limited; the details below are validated against the actual shipped asset files.
Who this article is for
This article is written for Unturned™ map makers who want to create holiday-themed seasonal variants of their custom maps, mod authors who want their custom trees and resources to participate in the holiday redirect system, and server operators who want to understand how the game's holiday content switching works so they can plan seasonal events.
How the Christmas Redirect system works
The Christmas Redirect system operates through two mechanisms. The first is the Holiday_Restriction CHRISTMAS field, which makes an asset visible only during the Christmas holiday period. The second is the Bundle_Override_Path field, which redirects the asset's model to an alternative prefab during the holiday period.
As shown in the flowchart above, the system checks the system date at startup and applies the holiday content override for the duration of the game session. The override is not dynamic -- changing the system date while the game is running does not trigger a reload. The holiday state is determined once at startup.
Holiday detection timing
The game detects the Christmas holiday period based on the system clock. The exact date range is defined in the game's internal holiday schedule. Assets with Holiday_Restriction CHRISTMAS are visible only during this window. Outside the window, these assets are hidden or skipped during the loading process.
Asset types supporting Holiday_Restriction
Tree assets
Tree assets in Bundles\Trees\ can carry the Holiday_Restriction field to make a tree model holiday-exclusive. The shipped Christmas tree decorations (such as Ornament_0_XMAS) use this field to ensure they only appear during the Christmas season.
Shipped tree .dat example (Ornament_0_XMAS):
GUID f0707c1712804e6fbe1a7d925cb33ca4
Type Resource
ID 49
Health 1200
Radius 5
Scale 0.3
Explosion 23
Reward_ID 517
Reward_XP 6
Reset 750
Auto_Skybox
Holiday_Restriction CHRISTMAS
Bundle_Override_Path /Trees/Ornament_0
Debris_Vertical_Offset 0
Ignore_Collision_Between_Stump_And_Debris false
Has_Clip_Prefab falseThis tree asset has the Holiday_Restriction CHRISTMAS field, meaning it is only loaded during the Christmas holiday period. It also uses Bundle_Override_Path /Trees/Ornament_0 to point to the base tree model that this holiday variant replaces.
Resource assets
Resource assets (trees, rocks, ore nodes, minerals) can also carry Holiday_Restriction to define seasonal resource variants. A snow-covered tree resource that drops different loot or has different harvest properties during Christmas is configured by creating a holiday-flagged variant of the standard resource asset.
Landscape material assets
Landscape material definitions in Bundles\Assets\Landscapes\Materials\ support holiday overrides for terrain surfaces. A landscape material can reference a different physics material GUID during the Christmas period, changing the surface feel (snow has different audio and friction properties than grass, for example).
The Bundle_Override_Path mechanism
The Bundle_Override_Path field available on Resource assets allows a holiday variant to redirect its model to a different prefab within the master bundle. The field specifies a path within the bundle's asset hierarchy that points to the alternative prefab.
When the holiday variant is loaded, the engine reads the Bundle_Override_Path, locates the specified prefab within the master bundle, and uses that prefab as the rendered model instead of the default prefab associated with the asset's name.
Bundle_Override_Path format
Bundle_Override_Path /Trees/Ornament_0The path is relative to the bundle's Asset_Prefix (as defined in the MasterBundle.dat). The prefab at the target path replaces the asset's standard model.
How redirects work with non-holiday assets
A tree resource that does not have Holiday_Restriction can still use Bundle_Override_Path to point to a different prefab. The difference is that the override is always active rather than conditional on the holiday state. For holiday redirects, the override path points to the seasonal variant, and the Holiday_Restriction field ensures that variant only loads during the correct period.
Creating custom holiday content
Step 1: Create the seasonal model
Author the seasonal variant of your tree, resource, or landscape element in your 3D modeling software. For a Christmas variant of a standard tree, create a version with snow on the branches, hanging ornaments, and a star on top.
Step 2: Import into Unity
Import the seasonal model into your Unity project. Create a prefab from the model and assign it to a path within your master bundle's asset hierarchy that follows the established naming convention (e.g., /Trees/MyTree_XMAS).
Step 3: Create the holiday asset .dat
GUID <generated-uuid-no-hyphens>
Type Resource
ID <unique-id>
Health <value>
Radius <value>
Scale <value>
Explosion <value>
Reward_ID <value>
Reward_XP <value>
Reset <value>
Holiday_Restriction CHRISTMAS
Bundle_Override_Path /Trees/MyTree_XMASStep 4: Build and test
Build the master bundle containing both the standard prefab and the holiday variant prefab. Launch the game during the Christmas season (or temporarily adjust the system date) and verify that the holiday variant appears in place of the standard resource.
Diagnostic table
| Symptom | Most likely cause | Resolution |
|---|---|---|
| Holiday asset does not appear during Christmas | Holiday_Restriction CHRISTMAS field is missing or misspelled | Verify the field name and value match the expected format |
| Standard asset still appears during Christmas | Holiday variant not loaded or Bundle_Override_Path is incorrect | Verify the override path points to a valid prefab in the bundle |
| Holiday asset appears outside the Christmas period | Holiday_Restriction field is absent | Add Holiday_Restriction CHRISTMAS to the asset |
| Asset loads but uses the wrong model | Bundle_Override_Path points to the wrong prefab | Correct the path to point to the intended holiday prefab |
| Holiday asset works on Windows but not on server | Server system date may differ or asset not deployed | Verify the server has the holiday bundle and the system date is correct |
| No holiday decorations on landscape | Landscape material asset does not have holiday override | Add a holiday variant of the landscape material referencing snow physics materials |
| Tree model appears but with incorrect scale | Scale value in the holiday variant differs from the standard variant | Set the Scale field to match the intended visual size |
Relationship to other holiday content systems
The Christmas Redirect system is one of several seasonal content mechanisms in Unturned™. Understanding how they relate helps mod authors create cohesive holiday experiences.
Holiday_Restriction versus event-based asset loading
The Holiday_Restriction field is a compile-time-like check that happens at startup. It is not dynamic. An asset with Holiday_Restriction CHRISTMAS either loads or does not load based on the system date at the moment the game starts. This is different from event-based systems that a server operator could trigger at will through commands or plugins.
Seasonal content and the Workshop economy
Curated items and official skins are not affected by the Christmas Redirect system. The redirect system applies specifically to Resource assets (trees, rocks), not to item skins or clothing. Seasonal Workshop skins are managed through a separate system involving the Stockpile rotation.
Map-specific holiday content
Custom maps can define their own holiday content by including holiday-flagged Resource assets in their map asset bundles. The map maker must create both standard and holiday variant prefabs and ensure the holiday variant is correctly linked through Bundle_Override_Path.
Best practices
- Use
Holiday_Restriction CHRISTMASto restrict holiday-only content to the correct season. - Use
Bundle_Override_Pathto redirect to the seasonal model variant rather than duplicating the entire asset definition. - Test holiday content by temporarily adjusting the system date before publishing.
- Document which assets in a mod have holiday variants in the mod's project readme.
- Keep seasonal model variants in a dedicated directory structure within the master bundle for organizational clarity.
- Ensure the seasonal variant's
Radius,Health, and other gameplay fields are appropriate for the holiday context.
Testing holiday redirect content
Testing holiday content requires verifying that the seasonal assets load during the correct period and are hidden outside of it.
Step 1: Verify standard assets work outside the holiday period
With the system date set outside the Christmas period, launch the game and confirm that standard (non-holiday) tree and resource assets are visible and functional. Holiday-flagged assets should not appear.
Step 2: Verify holiday assets appear during the period
Temporarily adjust the system date to fall within the Christmas holiday period. Launch the game and confirm that holiday-flagged assets load and appear in the world. Verify that their models use the correct seasonal prefabs.
Step 3: Verify gameplay properties
If the holiday asset has modified gameplay properties (different Health, different Reward_ID), test those properties by interacting with the asset. Confirm that the asset behaves as expected for the holiday variant.
Step 4: Revert system date
Restore the system date to the correct value. Launch the game and confirm that standard assets return and holiday assets are hidden again.
Holiday content design patterns
The decoration swap pattern
Replace standard tree resources with decorated Christmas tree variants. The decoration variant uses Bundle_Override_Path to point to a model with ornaments, tinsel, and a star. This is the most common holiday content pattern and is demonstrated by the Ornament_0_XMAS shipped asset.
The snow coverage pattern
Replace standard landscape materials with snow-equivalent physics materials during the Christmas period. Grass surfaces switch to snow physics, altering footstep audio, bullet impact sounds, and character movement. This pattern creates a winter-wonderland feel without changing individual tree models.
The gift economy pattern
Replace the reward tables on resource assets during the Christmas period. Standard resources that drop wood and stone switch to dropping holiday-exclusive items. This pattern integrates with the server's economy and gives players a reason to engage with the seasonal content beyond visual appreciation.
The mixed holiday pattern
Combine all three patterns simultaneously: decorated tree models, snow landscape materials, and holiday-exclusive loot drops. This pattern produces a complete seasonal transformation of the game world.
Frequently asked questions
What date range defines the Christmas holiday period?
The exact date range is defined in the game's source code and may change with game updates. The Christmas period typically spans from early December through early January. The game checks the system clock at startup and determines whether the holiday flag is active.
Can the holiday period be customized for a mod?
The Holiday_Restriction field only supports the CHRISTMAS value in the vanilla game. There is no documented mechanism for creating custom holiday periods. Server operators who want to trigger seasonal content on a different schedule would need a plugin that modifies the asset loading behavior.
What asset types support Holiday_Restriction?
Based on shipped game files, the Holiday_Restriction field appears on Resource assets (trees, rocks, ore nodes). The landscape material override is handled through the LandscapeMaterialAsset system rather than through the Holiday_Restriction field directly.
Does Holiday_Restriction affect gameplay or just visuals?
The field affects whether the asset is loaded at all. Outside the holiday period, a holiday-flagged resource is not loaded and does not spawn in the world. This means it cannot be harvested, interacted with, or even appear as a world object. The effect is both visual and gameplay-relevant.
Can multiple assets share the same Bundle_Override_Path?
Yes. Multiple holiday variant assets can all point to the same seasonal prefab through their Bundle_Override_Path fields. This is useful when several resource types should all display the same holiday decoration.
Do holiday assets require a separate master bundle?
No. Holiday variant assets can be included in the same master bundle as the standard assets. The Bundle_Override_Path field references paths within whatever master bundle is specified by the asset's loading context.
Does the Holiday_Restriction field support case variations?
The field value CHRISTMAS is case-insensitive like all .dat file keys and values in the Unturned parser. Both CHRISTMAS and Christmas are valid. The shipped files use uppercase, which is the recommended convention for consistency.
Can I have multiple holiday variants for different years?
There is no in-game mechanism for year-specific holiday content. The Holiday_Restriction CHRISTMAS field activates for every Christmas season. If you want different content in different years, you would need to update the mod with new asset GUIDs and remove the old ones.
What happens if a holiday asset's Bundle_Override_Path target is missing from the bundle?
The asset loads but its model will be missing or fall back to a default state. The engine logs a warning indicating that the specified prefab path was not found. Always verify that the Bundle_Override_Path target exists in the master bundle before deploying holiday content.
Can I make a Halloween variant using the same system?
The shipped game files only show CHRISTMAS as a holiday restriction value. There is no documented HALLOWEEN or other holiday value in the Holiday_Restriction system. Creating a Halloween variant would require a different approach, such as a server plugin that swaps asset bundles based on a custom schedule.
How does Holiday_Restriction interact with the asset loading order?
The holiday check happens during the initial asset loading phase at game startup. Assets with Holiday_Restriction that do not match the current holiday are skipped during loading. They are not loaded, not registered in the asset registry, and do not appear in the game world.
Can a holiday asset drop different loot?
Yes. The Reward_ID field on a holiday resource asset can reference a different reward table than the standard resource. This allows Christmas trees to drop special holiday items (ornaments, candy canes, gift boxes) during the seasonal period.
Does Holiday_Restriction work on dedicated servers?
Yes. The holiday check is performed on the server at startup. If the server's system date falls within the holiday period, holiday assets are loaded. Clients that connect to the server do not need to perform a separate check; they receive the holiday content through the standard asset synchronization.
Compatibility with existing maps
The Christmas Redirect system works on all maps that use the standard Unturned resource spawning system. Custom maps that define their own resource spawns will have their own tree and resource placements, which are eligible for the holiday redirect system as long as the map references the holiday-flagged asset GUIDs in its spawn tables.
Custom map holiday readiness
Map authors who want their custom maps to support Christmas content should include both standard and holiday variants of their custom resources. The holiday variant should carry Holiday_Restriction CHRISTMAS and optionally a Bundle_Override_Path pointing to a seasonal prefab. The standard variant should remain unchanged.
Server operator holiday scheduling
Server operators can control when holiday content appears by adjusting the server's system date. However, this also affects other date-dependent game systems. The recommended approach is to leave the system date correct and let the internal holiday detection handle the content switch.
Performance impact of dual resource variants
Having both standard and holiday resource variants doubles the number of resource definitions for the affected assets. Since the holiday variants are only loaded during the appropriate period, the memory impact outside the holiday window is limited to the metadata of the holiday asset file (a few kilobytes per asset). The prefab, texture, and other resource-heavy data for the holiday variant is only loaded when the variant is active.
Advanced considerations
Seasonal landscape materials
Landscape material assets can define alternative physics material references for the Christmas period. A landscape material that normally uses a grass physics material can switch to a snow physics material during Christmas, changing the footstep audio, bullet impact sound, and character movement behavior on that terrain layer.
Holiday spawn table integration
Holiday resource assets with modified Reward_ID values can integrate with the game's spawn table system to provide seasonal loot drops. The 57 Studios recommendation for holiday events is to create custom reward tables with holiday-exclusive items and reference those reward IDs in the holiday resource assets.
Multi-asset holiday transformations
The Christmas Redirect system can affect multiple asset types simultaneously. A complete holiday transformation involves tree models switching to decorated variants, resource loot tables switching to holiday drops, and landscape materials switching to snow physics. The combined effect transforms the game world's appearance and feel.
Appendix A: Holiday asset .dat template
GUID <32-character-hexadecimal>
Type Resource
ID <unique-id>
Health <value>
Radius <value>
Scale <value>
Reward_ID <value>
Holiday_Restriction CHRISTMAS
Bundle_Override_Path <path-to-holiday-prefab>Holiday asset configuration quick reference
The quick reference below summarizes the fields and values needed for a Christmas Redirect holiday asset.
| Field | Value | Notes |
|---|---|---|
Holiday_Restriction | CHRISTMAS | Restricts asset to Christmas period only |
Bundle_Override_Path | /path/to/holiday/prefab | Points to the seasonal model variant |
GUID | Unique 32-hex | Generate fresh for each holiday asset |
Type | Resource | Holiday redirect is supported on Resource assets |
Reward_ID | Unique ID | Points to a reward table with holiday-exclusive drops |
The five fields above are the minimum configuration for a holiday asset that participates in the Christmas Redirect system.
Appendix B: External references
- Smartly Dressed Games official modding documentation - the official field reference for asset types.
- Unturned on Steam - the Unturned store page and community hub.
- Skin Asset Reference - the previous article in this section.
- Surface Response Chain - the next article in this section; covers landscape material to physics material mapping.
- Resource Asset - covers the Resource asset type that supports Holiday_Restriction.
Shipped holiday asset inventory
The following table documents the shipped assets that participate in the Christmas Redirect system.
| Asset file | Type | Holiday field | Override path |
|---|---|---|---|
| Ornament_0_XMAS | Resource (Tree) | Holiday_Restriction CHRISTMAS | Bundle_Override_Path /Trees/Ornament_0 |
The Ornament_0_XMAS resource is a Christmas tree decoration that replaces the standard Ornament_0 tree model during the holiday season. It has modified gameplay properties: Health 1200, Scale 0.3, Explosion 23, and Reward_ID 517 with Reward_XP 6. The Bundle_Override_Path /Trees/Ornament_0 points to the standard ornament tree prefab that this holiday variant replaces.
The Holiday_Restriction CHRISTMAS field ensures this asset is only loaded during the Christmas holiday period. Outside that period, the standard Ornament_0 tree resource (which does not have Holiday_Restriction) is used instead.
Authoring checklist
Before publishing a custom holiday asset, confirm the following:
- [ ]
Holiday_Restriction CHRISTMASis present for holiday-only assets - [ ]
Bundle_Override_Pathpoints to a valid prefab within the master bundle - [ ] The seasonal model prefab is included in the bundle at the expected path
- [ ] Gameplay fields (Health, Radius, Reward_ID) are appropriate for the holiday variant
- [ ] Tested during the correct holiday period or with system date adjusted
- [ ] Standard asset variant (non-holiday) still loads and works correctly outside the period
Glossary
| Term | Definition |
|---|---|
| Holiday_Restriction | A field that restricts an asset to loading only during a specific holiday period. |
| CHRISTMAS | The holiday value that flags an asset for the Christmas seasonal period. |
| Bundle_Override_Path | A field that redirects a resource asset's model to an alternative prefab path within the master bundle. |
| Holiday period | The date range defined in the game's code during which holiday content is active. |
| Seasonal variant | An alternative version of an asset that is used during a specific season. |
| Redirect | The mechanism by which a holiday asset points to a different model prefab. |
| Landscape material | An asset that maps terrain layer indices to physics material GUIDs for surface properties. |
| Reward table | A configuration that defines what items are dropped when a resource is harvested. |
| Holiday exclusive | Content that is only available during the holiday period and hidden at all other times. |
| System date check | The startup process where the game reads the system clock to determine holiday activation. |
Holiday asset compatibility with other asset systems
The Christmas Redirect system interacts with several other asset systems in Unturned™. Understanding these interactions helps mod authors create holiday content that works correctly within the broader game ecosystem.
Interaction with spawn table system
Holiday resource assets must be referenced by spawn table entries to appear in the game world. A holiday variant that is not included in any spawn table will not spawn regardless of its Holiday_Restriction setting. The spawn table system must include entries for both the standard and holiday variants.
Interaction with master bundle override
The Bundle_Override_Path field on a holiday resource asset references a path within the bundle that is determined by the asset's loading context. If the asset uses a Master_Bundle_Override field, the override path is resolved within that specified bundle. If not, the bundle searched is determined by the standard hierarchy resolution.
Interaction with asset validation
Holiday-flagged assets follow the same validation rules as standard assets. A holiday asset with invalid field values or missing prefab references will generate warnings at startup regardless of whether the holiday period is active. Test holiday assets during both active and inactive periods to catch validation issues before the holiday season arrives.
Christmas-themed mod project planning
For mod authors planning a complete Christmas-themed content pack, the following project structure is recommended:
MyChristmasMod/
├── Bundles/
│ ├── Trees/
│ │ ├── MyTree_Standard.dat ← standard tree resource
│ │ └── MyTree_XMAS.dat ← holiday variant with Holiday_Restriction
│ ├── Resources/
│ │ ├── MyRock_Standard.dat ← standard rock resource
│ │ └── MyRock_XMAS.dat ← holiday variant with different loot
│ └── MyChristmas.masterbundle ← master bundle with all prefabs
├── MasterBundle.dat ← bundle configuration
└── Workshop.dat ← Workshop metadataMod compatibility considerations
When creating holiday content for a mod that will be used alongside other mods, the following compatibility considerations apply.
Holiday asset GUID conflicts
Because holiday assets use GUIDs like all other assets, two mods that both define a custom holiday tree resource will not conflict as long as they use different GUIDs. The spawn table entries in each mod will reference the correct GUIDs. If two mods attempt to override the same asset (the same vanilla tree, for example), the last-loaded mod's version takes precedence.
Holiday asset and spawn table integration
A mod that adds holiday trees must also add spawn table entries that reference those tree GUIDs. Existing spawn tables from other mods that reference the vanilla tree GUIDs will continue to spawn the vanilla trees. The holiday variants only appear if the active spawn tables include entries for them.
Multi-mod holiday event coordination
For coordinated multi-mod holiday events, the recommended approach is to designate one mod as the holiday content coordinator. This mod defines the holiday asset GUIDs and publishes them in its documentation. Other mods reference those GUIDs in their spawn tables. This ensures all holiday content activates on the same schedule.
Cross-references
- Skin Asset Reference - the previous article in this section.
- Surface Response Chain - the next article in this section.
- Resource Asset - covers the Resource asset type that supports the redirect fields.
- Object Asset Reference - related object asset types that may support holiday variants.
- Smartly Dressed Games modding documentation - official field reference.
- Unturned on Steam - game page and community.
Holiday asset versioning and updates
When maintaining holiday content across game updates, several considerations affect how the holiday assets should be managed.
Asset GUID persistence
The GUID of a holiday asset should remain stable across mod versions unless the asset's identity fundamentally changes. The Holiday_Restriction and Bundle_Override_Path fields can be updated without changing the GUID, which preserves any cross-references from other mods.
Prefab path stability
The Bundle_Override_Path value should remain stable across mod updates if the holiday model prefab path does not change. If the bundle restructuring changes the path, update the Bundle_Override_Path field accordingly.
Game update compatibility
Game updates may change the holiday detection logic or the date range. Monitor the Unturned changelog for any changes to the holiday system that might affect custom holiday assets. The Holiday_Restriction field format has remained stable across recent game versions.
Troubleshooting holiday content
Common holiday content problems and their resolutions are documented in the table below.
| Problem | Likely cause | Solution |
|---|---|---|
| Holiday asset does not appear during Christmas | Holiday_Restriction field missing or system date wrong | Add Holiday_Restriction CHRISTMAS; verify system date is in December-January range |
| Holiday asset appears outside Christmas | No Holiday_Restriction field on the asset | Add the field to restrict visibility to the holiday period |
| Wrong model displays for holiday asset | Bundle_Override_Path points to wrong prefab | Verify the path string exactly matches the prefab location in the bundle |
| Holiday asset appears with standard textures | Master bundle containing holiday prefab not deployed to server | Copy the master bundle to the server's mod directory |
| Holiday variant has same stats as standard | Gameplay fields not modified on the holiday variant | Set different Health, Reward_ID, or other gameplay values |
| Holiday asset causes loading error | Prefab referenced by Bundle_Override_Path does not exist | Verify the prefab exists at the specified path in the master bundle |
| Snow landscape does not appear during Christmas | Landscape material asset has no holiday override | Create a holiday variant landscape material with snow physics material reference |
| Holiday reward table not dropping items | Reward_ID references a reward table that is not loaded | Ensure the reward table asset is included in the mod |
| Client-server mismatch on holiday content | Server and client have different mod versions or system dates | Match mod versions and ensure both use the same date settings |
Document history
| Version | Date | Author | Notes |
|---|---|---|---|
| 1.0 | 2026-07-26 | 57 Studios | Initial publication. Complete Christmas Redirect system reference, Holiday_Restriction field, Bundle_Override_Path mechanism, holiday asset creation workflow, seasonal landscape material integration. |
