Unity special folder names

 Complete list of special folder names used by Unity

Special Folder Names - Unity Manual (unity3d.com)

Assets

The Assets  folder is the main folder containing assets used by Unity projects. The contents of the Project window in the Editor correspond directly to the contents of the Assets folder. Most API functions assume that everything is located in the Assets folder, so explicit mention of this folder is not required. However, some functions require the Assets folder to be added as part of the pathname (for example,  some functions in the AssetDatabase class).

Editor

Editor scripts add functionality to Unity during development, but aren’t available in builds at runtime. Scripts in an Editor folder run as Editor scripts, not runtime scripts.

Multiple Editor folders can be added anywhere within the Assets folder. Editor scripts should be placed inside the Editor folder or a subfolder within it.

The exact location of the Editor folder affects the compilation time of its scripts relative to other scripts. See the documentation on Special Folders and Script Compilation Order for a complete description.

Use the EditorGUIUtility.Load function in the Editor script   to load resources from the Resources folder in the Editor folder. These resources can only be loaded via Editor scripts and are stripped from the build.

Note: Unity does not allow MonoBehaviour-derived components to be assigned to game objects if the script is located in the Editor folder.

Editor Default Resources

Editor scripts can use   resource files loaded on demand through the EditorGUIUtility.Load function. This function   looks for resource files in a folder named Editor Default Resources .

There can only be one Editor Default Resources folder, and it must be placed in the root of the project; directly in the Assets folder. Place the required resource files in this Editor Default Resources folder or a subfolder within it. If the resource file is in a subfolder, always   include the subfolder path in the path passed to the EditorGUIUtility.Load function.

gizmos

Gizmos  allow graphics to be added to the Scene view to help visualize design details that are not visible. The Gizmos.DrawIcon  function places an icon in the scene as a marker for a particular object or location. The image file used to draw this icon must be placed in   a folder named Gizmos so that it can be found by the DrawIcon function.

There can only be one Gizmos folder, and it must be placed at the root of the project, directly in the Assets folder. Place the required resource files in this Gizmos folder or a subfolder within it. If the asset file is in a subfolder, always   include the subfolder path in the path passed to the Gizmos.DrawIcon function.

Resources

Assets can be loaded on demand from scripts without having to create instances of assets in the scene for use in the game. To do this, resources should be placed   in a folder called Resources . These resources can be loaded by using  the Resources.Load  function.

Multiple Resources folders can be added anywhere within the Assets folder. Place the required resource files in the Resources folder or a subfolder within it. If the resource file is in a subfolder, always   include the subfolder path in the path passed to the Resources.Load function.

Note : If the Resources folder is a subfolder of the Editor, resources within it can be loaded by Editor scripts, but will be removed from the build.

Standard Assets

When you import a Standard Asset package, Unity puts the assets in a folder called Standard Assets. As well as containing the assets, these folders also have an effect on script compilation order. For more information, see the page on Special Folders and Script Compilation Order.

You can only have one Standard Assets folder and you must leave it in the root of the project, directly within the Assets folder. Place the asset files you need inside the <project-root>/Assets/Standard Assets folder or one of its subfolders.

StreamingAssets

Although it is more common to incorporate resources directly into the build (it may sometimes be desirable to provide resources in their original form as separate files). For example, you need to use  Handheld.PlayFullScreenMovie  to access a video file from the file system for playback on IOS.

To include a streaming resource:

  1. Put the files in the StreamingAssets folder.
  2. This file remains unchanged when copied to the target machine, it is available from a specific folder.

See the page on streaming resources for more details.

There can only be one StreamingAssets folder, and it must be placed at the root of the project, directly inside the Assets folder. Place asset files in the StreamingAssets folder or a subfolder thereof. If the asset file is in a subfolder, always include the subfolder path in the path used to reference the streaming asset.

Android Asset Packs

Unity interprets any folder that ends with .androidpack as an Android asset packs. For more information, see Create a custom asset pack.

Android library project

Unity interprets any folder that ends with .androidlib as an Android Library Project. For more information, see Import and Android Library Project.

hidden resources

During the import process, Unity ignores  the following files and folders in the Assets  folder (or its subfolders):

  • hidden folders.
  • Files and folders beginning with " . "
  • Files and folders ending with " ~ ".
  •  Files and folders named  cvs .
  • A file with a .tmp extension   .

This prevents special and temporary files created by the operating system or other applications from being imported.

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