This article contains ideas for assets naming convention and content folders structure.
- All names in English.
- All asset dependencies should be in it’s folder (instead of some shared assets).
Path | Contents |
---|---|
_Scenes | All Scenes |
_Animations | Animations, Animation Controllers |
_Atlases | UI Atlases |
_Models | Models |
_Prefabs | Game prefabs |
_Scripts | Script files |
_Shaders | Shaders |
_Sounds | Sounds |
_Textures | Textures |
Temp | Temporary files (not include to GIT) |
Form: (prefix_)AssetName(_number)(_suffix)
Example: pfb_Rock_01_D
Prefixes: (optional because of filters in Project browser)
(by type)
Prefix | Type |
---|---|
a_ | Animation |
ac_ | Animation Controller |
fbx_ | Model |
m_ | Material |
pfb_ | Prefab |
pm_ | Physical Material |
rt_ | Render Target |
sh_ | Shader |
scn_ | Scene |
snd_ | Sound |
tex_ | Texture |
##Suffixes: (textures)
Suffix | Type |
---|---|
_bc | Base color |
_mt | Metallic |
_s | Specular |
_r | Roughness |
_n | Normal |
_dp | Displacement |
_ao | Ambient Occlusion |
_h | Height Map |
_m | Mask |
##Script for NGUI Widgets prefix UI+(Widget Name).cs ex. UIMainPanel.cs