In the previous post, I’ve described which files and folders are located in Unity project root, which are responsible for what and what should be kept under version control. Now we can move on to Assets folder. In general under Assets you can create whatever subfolders you want. But there are some reserved folder names for special needs.
I’ve started to write this post on my own, but later found page on Unity Wiki about “Special Folder Names in your Assets Folder”. Here you can find shortened version with some extra info from our team experience. The original version is available on wiki.
Scripts in here are always compiled first. Scripts are output to either
Assembly-Boo-firstpass project, depending on the language. More information about script compilation order in documentation.
Scripts inside the Standard Assets folder will be compiled earlier than your other scripts. So, placing scripts in Standard Assets is one way for C# scripts to be able to access .js scripts or vice-versa.
Pro Standard Assets
Standard Assets, only files here are meant for the Pro version. Assets here make use of Pro-only features like render textures and screen-space effects. Again, scripts here are compiled earlier, allowing them to be accessed by other scripts (of any language) that are outside the
Pro Standard Assets folder.
Editor folder name is a special name that allows your scripts to access to the Unity Editor Scripting API. If your script uses any classes or functionality from the UnityEditor namespace, it has to be placed in a folder called Editor.
Scripts inside an Editor folder will not be included in your game’s build. They are only used in the Unity Editor.
You can have multiple
Editor folders throughout your project.
Editor folder that is not located in another special folder can be placed/nested anywhere in the project. However, if it’s in
Pro Standard Assets, or
Plugins, it must be a direct child of these folders. Otherwise, it will not get processed. For example, it’s ok to have a path like
My Extension/Scripts/Editor, but if placed in a special folder, it must always be
Standard Assets/Editor/My Extension/Scripts, or
Pro Standard Assets/Editor/My Extension/Scripts, or
More about custom editors on the Unity documentation.
Plugins folder is where you must put any native plugins, which you want to be accessible to your scripts. They will also be automatically included in your build. Take note that this folder may not be in any subfolder (it has to reside within the top-level
In Windows, native plugins exist as
.dll files, in Mac OS X, they are
.bundle files, and in Linux, they are
Standard Assets folder, any scripts in here are compiled earlier, allowing them to be accessed by other scripts (of any language) that are outside the
Resources folder is a special folder that allows you to access assets by file path and name in your scripts. Rather than by the usual (and recommended) method of direct references (as variables in scripts via drag-and-drop in the Unity Editor).
For this reason, caution is advised when using it. All assets you put in the
Resources folder are always included in your build (even unused ones), because Unity has no way of determining which Resources-based assets are used or not.
You can have multiple
Resources folders throughout your project. It is not recommended to have an asset in one
Resources folder and have another asset with that same name in another
Once your game is built, all assets in all
Resources folders get packed into the game’s archive for assets.
Also, see Loading Resources at Runtime topic from documentation.
Editor Default Resources
This folder functions like a Resources folder, but is meant for editor scripts only. Use this if your editor plugin needs to load assets (e.g. icons, GUI skins, etc.) while making sure said assets won’t get included in the user’s build (putting such files in a normal Resources folder would have meant that those assets would be included in the user’s game when built).
To access assets inside the “Editor Default Resources”, you need to use EditorGUIUtility.Load
EditorGUIUtility.Load requires you to specify the filename extension of the asset you’re trying to load.
Only one “Editor Default Resources” folder can be present, and it has to be directly under the top Assets folder.
The gizmos folder holds all the texture/icon assets for use with
Gizmos.DrawIcon(). Texture assets placed inside this folder can be called by name, and drawn on-screen as a gizmo in the editor.
Used to replace the default web page used for web builds. Any scripts placed here will not be compiled at all. This folder has to be just under
Assets/WebPlayerTemplates/. More information.
Any files in here are copied to the build folder as is, without any changes (except for mobile and web builds, where they get embedded into the final build file). The path, where they are, can vary per platform but is accessible via
During Android build all files from
Assets/StreamingAssets/ are copied to
assets/ folder uncompressed, so you can load them with java code, e.g.
More posts from Mastering Unity Project Folder Structure series:
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