Reserved folder name reference
Reference for folder names reserved by Unity.
Read time 4 minutesLast updated 23 days ago
Every Unity project has an folder in the project root which contains the project's assets. The Project window displays the contents of the folder.
AssetsAssetsSome limitations apply when choosing names for new folders. There are some names for subfolders of the folder that Unity reserves for certain subtypes of assets, and which have special compilation significance or are used to categorize assets for the Editor or Player. These folder names and their meaning are detailed in the following table.
AssetsFolder name | Description |
|---|---|
| Reserved for Editor scripts, which add functionality to the Unity Editor at authoring time but aren't available in Player builds at runtime. An alternative to placing scripts in a folder called Maximum number of folders with this name per project: Unlimited Valid location for folder: Root of the Place relevant assets in: Note: MonoBehaviour scripts in an |
| Reserved for asset files that Editor scripts can load on-demand using EditorGUIUtility.Load. Maximum number of folders with this name per project: 1 Valid location for folder: Root of the Place relevant assets in: Note: Always include the subfolder path in the path passed to EditorGUIUtility.Load if your asset files are in subfolders. |
| Reserved for image files used by the Gizmos.DrawIcon function to draw icons in a Scene view. For more information, refer to Gizmos and Handles. Maximum number of folders with this name per project: 1 Valid location for folder: Root of the Place relevant assets in: Note: Always include the subfolder path in the path passed to the Gizmos.DrawIcon function if your asset files are in subfolders. |
| Reserved for assets to load on-demand from a script at application runtime rather than creating references to assets in a scene. For more information, refer to Loading Resources at Runtime. Maximum number of folders with this name per project: Unlimited Valid location for folder: Root of the Place relevant assets in: Note: Always include the subfolder path in the path passed to the Resources.Load function if your asset files are in subfolders. Assets in a |
| Reserved for third-party plugins. For platform-specific information on valid folder path patterns, refer to Import and configure plug-ins. |
| Reserved for asset files that should be available in their original format at runtime for streaming. For more information, refer to Streaming Assets. Maximum number of folders with this name per project: 1 Valid location for folder: Root of the Place relevant assets in: |
Platform-specific folders
For information on folder name formats and extensions which denote plug-ins or asset types specific to particular platforms, refer to Platform development.
Hidden assets
During the import process, Unity ignores the following files and folders in the folder and its subfolders:
Assets- Hidden folders.
- Files and folders which start with , except for those under
.where this pattern is not ignored.StreamingAssets - Files and folders which end with .
~ - Files and folders named .
cvs - Files with the extension .
.tmp
This prevents importing special and temporary files created by the operating system or other applications.