Folder Structure (Large Project)

How to Structure Folders in a Large Project:

  1. Doing both multiplayer Online and Offline.
  2. UI Toolkit.
  3. Imported Assets and Packages.
  4. Correct place (Art: Model, Material, Texture, Media_Image_Video, etc).
  5. Code, Shaders.
  6. Unity Premaded files.
    _=> Etc.

It would be helpful if UnityTechnology could answer this directly!

I found the e-book but looking answer for covers all the points I mentioned above
Founded E-Book: Version Control Project Organization Best Practices Ebook

Thank you.

There’s no one answer. It’s done many different ways. Organize it how it makes sense to you.

You only mentioned a few asset types, and that the project is “large” and has online + offline multiplayer.

If you want to know what a good structure is you need to first identify and understand the challenges of certain ways of organizing a project.

By and large, there’s only two ways: folders for each asset type/category, or one folder for a group of assets that belong together.

Typically, most projects have both, and heavily lean towards the former since the latter should be reserved to asset which are only ever going to be used within that group. Say a boss monster that has unique shaders, materials, meshes, textures, audio and particle effects not (to be) used anywhere else.

All other discussions typically revolve around where to place assets used only for testing, development, work in progress, backups, per-developer assets (eg an artist-only tool like ShaderForge - when that was still a thing).

Every team needs to find its own solution here, main point being to clearly separate them from the rest of the assets.