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2. Organization, Naming Conventions, and Content Rules

Raphaël Tétreault edited this page Oct 24, 2025 · 17 revisions

Purpose

This page outlines the proper organization of project files.

Sample

There is a sample directory (folder) with are sample files in it. These files are meant to show you how to properly organize files and folders added to the project. These conventions laid out here must be adhered to. You can find a sample here: Assets/2025/Team00


File Organization

Each team must create a directory (folder) for their work.

First, all files are organized by year. For instance, we place all files produced in 2025 in Assets/2025/.

Next, we organize files by team. For instance, Team 0 would place their files in Assets/2025/Team00. Note the leading zero, the 2 digits for single-digit team numbers.

Finally, the team directory is well organized. Each asset type is given a folder.

  • Assets/20##/Team##/Prefabs: place all your .prefab prefabs in here.
  • Assets/20##/Team##/Scenes: place all your .unity scenes in here.
  • Assets/20##/Team##/Scripts: place all you .cs scripts in here.

Create additional folders for other asset types. eg. Animations for .anim animations, Physics Materials for .physmat physics materials, etc.


Naming Conventions

Naming Scripts

Scripts have few file naming conventions because they rely on unique namespaces for compilation and also because a script's file name and class name must match in order to function properly in Unity.

The only requirement is the use of CamelCase spelling of class names, and that the class' name inside the file match the file.

Example: Valid Scripts

  • MyScript.cs
// Valid script name inside file
public class MyScript {}

Example: Invalid Scripts

  • my-script.cs
  • myScript.cs
  • MYSCRIPT.cs
// Invalid script names inside file
public class my_script {}
public class myScript {}
public class MYSCRIPT {}

Naming Assets

All assets (excludes scripts) must abide by the following naming convention.

YEAR-TEAM##-ASSETNAME.EXT

  • YEAR: the year the asset was created or added to the project.
  • TEAM##: the team's number, eg. team12.
  • ASSETNAME: the asset's name, what you wish to call it.
  • EXT: the file's extension.

Moreover, keep the filename all lowercase and replace any spaces with the dash - character.

Here are some examples of valid file names for assets.

  • 2025-team00-anim-player.anim
  • 2025-team00-player.prefab
  • 2025-team00-game.unity

Lastly, note that the mini game scene must be called exactly YEAR-TEAM##-game.unity (eg. 2025-team00-game.unity) because the game loads scenes using this naming convention.

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