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Transferring ownership

In short

A transfer hands items from your account to somebody else's permanently. You generate a code, share it out of band, and they enter it to accept. Nothing moves until they do.

The two things worth knowing before you start: links and Marks are selected as separate transfer types, though accepting a Mark carries its Dynamic Link across with it automatically; and once a transfer is accepted you cannot reverse it from your side — the new owner has to transfer back. You can cancel a transfer while it is still outstanding, but not after the code has been redeemed.

How a transfer works

Transfers use a code rather than an email invitation, and that choice shapes everything about them. You are not sending anything to an address — you are minting a claim ticket and deciding who to hand it to.

1  You select items and generate a code 2  You share the code email, message, in person 3  They enter it in their account and choose where it lands Ownership moves. Permanently. artwork, address, settings and history go with it Until then: pending, and cancelable the items are still yours and still working The code is the credential — anyone holding it can claim the items send it the way you would send a password, not in a group thread
Nothing verifies who redeems the code. The platform checks that the code is valid and that the items are still yours; it does not check that the person entering it is the person you meant. Treat a live transfer code as a bearer token, and cancel it if it goes astray.

Links and Marks move separately

Transfers come in two kinds and they are not interchangeable. A code generated for links will not carry Marks, and a code generated for Marks will not carry standalone links.

KindMovesNote
Link transferDynamic Links you ownFor short addresses with no artwork behind them
Mark transferLinxy Marks, and the Dynamic Link behind each oneThe link travels with the Mark automatically — you do not transfer it separately

Handing over a whole client engagement therefore usually means two transfers and two codes. Send them together with a note saying which is which, or you will spend an afternoon on "the code doesn't work".

Sending a transfer

  1. Select the items.
    Pick the Marks or the links you intend to hand over. Only items you still own can be included; anything already transferred away is skipped silently.
  2. Generate the code.
    You get a short uppercase code. It appears in your transfer history as pending.
  3. Share it out of band.
    The platform does not deliver it for you. Email, message, or say it out loud — but treat it as a credential, because it is one.
  4. Wait.
    Until the code is redeemed, the items are still yours, still resolving, still tracked. There is no half-transferred state.
Tell the recipient which account to use. The items land in whichever account redeems the code. If your contact has a personal account and a company one, and redeems on the wrong one, the fix is another transfer in the opposite direction — which they have to initiate, not you.

Accepting one

  1. Sign in to the account that should own the items.
    This is the decision that cannot easily be undone. Get it right before entering anything.
  2. Enter the code.
    In the transfers area of the console.
  3. Choose a client and project.
    You are offered your own client and project at this point. Use it — incoming items arrive with the previous owner's assignment cleared, so if you skip this they land unassigned.
  4. Confirm.
    Ownership moves. The items now appear in your lists and behave as though you had made them.

Transferring one Mark by its own code

Every Mark also carries its own individual transfer code, shown in the Mark’s editor, under Transfer on the Mark’s sheet in My Linxy in the Linxy App, and returned by the API as its transfer code. Entering that code has the same effect as accepting a one-item transfer.

This is the convenient route for handing over a single object — a client asking for the one Mark on their packaging, say — without building a transfer batch for it. The trade-off is that the code exists whether or not you have decided to transfer anything, so treat it with the same care as any other credential attached to that item.

Canceling

A pending transfer can be canceled from your transfer history, which invalidates the code. Do this the moment a code goes to the wrong person or a deal falls through.

After acceptance there is nothing to cancel. The items belong to somebody else, and getting them back requires them to transfer to you — which means they have to agree, and they have to still have them.

There is no reversal, no grace period, and no administrative undo. A transfer is the one action in the console with permanent consequences that depend on another party's cooperation to fix. Everything else you can put back yourself.

What changes for the new owner

What happens
The printed artworkUnaffected. Every copy in the field keeps working throughout — nobody scanning notices a transfer happened
The short addressUnchanged. It resolves exactly as before
SettingsCarried over intact — destination, routing, protection, expiry
Interaction historyGoes with the item. The new owner sees the accumulated data
Client and projectCleared. Your organization does not follow the item; the recipient assigns their own at acceptance
Your accessGone. The items leave your lists and you can no longer edit, view stats, or transfer them

The artwork row is the reason transfers exist. Ownership of a touchpoint can change hands — agency to client, department to department, on sale of a product line — without a single printed object being reprinted or a single address breaking.

When to transfer, and when not to

SituationTransfer?
Handing finished work to the client who commissioned itYes. This is the intended case
Ending an agency relationshipYes — and do it before the final invoice, not after
Moving items between two accounts you ownYes, and easier than recreating anything
Letting a colleague help manage itemsNo. That is collaboration, not ownership — transferring removes your own access
Giving somebody a look at the numbersNo. Export the data instead
Not sure whether the deal will completeNot yet. Generate the code when you are ready to lose access

Symptoms, causes and fixes

SymptomCauseFix
The code is rejectedWrong kind of transfer, mistyped, or already canceledConfirm whether it is a link or a Mark transfer; codes are uppercase
Code accepted but nothing arrivedThe sender no longer owned the items, so nothing moved — and the code stays usableSender checks they still own them, then reissues
Fewer items arrived than expectedSome had already been transferred elsewhere and were skippedSender generates a second transfer for the remainder
Items arrived unassignedClient and project were not chosen at acceptance, and the previous owner's assignment is cleared by designAssign them now; choose at acceptance next time
Redeemed on the wrong accountSigned in as the wrong identity when entering the codeThe receiving account must transfer them onward — the sender cannot pull them back
Want a transfer undoneIt was acceptedOnly the new owner can transfer them back
Scans stopped working after a transferNot caused by the transfer — check whether the new owner changed or deactivated somethingAsk the new owner; artwork and addresses survive transfers untouched

Things people commonly get wrong

"Transferring is how I share access with a colleague."It removes your access entirely. Transfer moves ownership; it is not collaboration.
"One code will move everything I own."Links and Marks are separate transfer kinds with separate codes. Expect to send two, and label which is which.
"The code is safe to post in the project channel."Anyone holding it can claim the items, and the platform does not check who redeems it. Send it like a password and cancel it if it strays.
"My client and project names will go with the items."They are cleared on transfer by design. The recipient assigns their own at acceptance — remind them to.
"I can undo it if the client changes their mind."Only before acceptance. Afterwards it depends entirely on their willingness to transfer back. Generate the code when you are ready to let go.

Related reading: Projects, clients and templates, Mark settings, Reading your interaction data, and Batches and bulk creation.

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