What are all the special folders and what do they do?

There are special folder names that imply functionality, such as Resources, Editor, Plugins.

I can't find a list of these anywhere, and I would also like to know their functionality and any precedence, if applicable. For example, if Editor is supposed to limit to the editor, and Resources is supposed to be automatically included, what happens to items in Editor/Resources/, or Resources/Editor?


The Resources folder is a special folder which allows you to access resources by name in your scripts, rather than by the usual (and recommended) method of direct references. For this reason, caution is advised when using it, because all items you put in the resources are included in your build (even unused assets), because Unity has no way of determining which assets may be used by your project.


The Editor folder name is a special name which allows your scripts 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 (or a subfolder).


The “Plugins” folder is where you must put any C, C++ or Objective-C based Plugins which should be included with your project. Plugins are a pro-only feature.

Compilation Order

These special names (and a few others) also determine the compilation order, which is useful to know if you are mixing languages in your project (i.e. using C# and Javascript scripts in the same project), so sometimes you might see the suggestion to put a script in a folder called “plugins” just for this purpose.

As for mixing these folders, eg "Editor/Resources"... I'm not sure - it doesn't really make a lot of sense to do that. I think it's generally better to just understand what each special folder's purpose is and use them individually!

Duck: Feel free to append this to your answer (I would have just edited your post, but it's not marked as a wiki ;)


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.

WebPlayerTemplates is used to replace the default web page used for web builds

There are another special name you should never use is Assets, which make Unity confuses with the root Assets folder. That means once you create a folder with the name Assets then quit then open Unity again. All the things on your project panel are gone. It’s actually not, just because Unity thinks that your Assets folder (which is empty) is its root Assets folder. Close Unity and change the name for that Assets folder will bring you back to where you are before after restart Unity.

Hope it helps. I had a hard time figuring out why all my stuffs disappear, and there are tons of missing material alerts showed up.

Standard Assets folder. Scripts placed in this folder will be compiled first, as I understand it. Put C# scripts in here if you want Javascript to reference them.

Plugins/iOS folder. Contains objective-c code (such as AppController .mm) that you want to write explicitly, as opposed to having Unity write the code each build.

( see Is there a way to tell in Unity iOS when onDidReceiveMemoryWarning is received? - Questions & Answers - Unity Discussions )

This page in the documentation explains the special folders:

As for your specific example question…

Editor/Resources/ is a handy trick for assets that load in editor but are stripped from builds. I often put cheat files here, used for development but I don’t want to release them. I’m not sure what happens the other way around (Resources/Editor/) but I think it treats it as simply an ordinary folder that happens to be named “Editor”, not a special Editor folder.