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Folder Structure and Naming Conventions
As of Wed, 19th Feb
Assets/ Assets/badgolf/ Assets/badgolf/scenes/ Assets/badgolf/scenes/test/ Assets/badgolf/fonts/ Assets/badgolf/fonts/arial/ Assets/badgolf/materials/ Assets/badgolf/scripts/ Assets/badgolf/scripts/network/ Assets/badgolf/prefabs/ Assets/badgolf/art/ Assets/badgolf/art/courses/ Assets/badgolf/art/courses/Materials/ Assets/badgolf/art/cart/ Assets/badgolf/art/cart/Materials/ Assets/badgolf/art/terrain/ Assets/badgolf/art/characters/ Assets/badgolf/art/characters/BradGolf/ Assets/badgolf/art/characters/BradGolf/bradgolf4.fbm/ Assets/badgolf/art/characters/BradGolf/Materials/ Assets/badgolf/art/characters/BradGolf/bradgolf7.fbm/ Assets/badgolf/art/characters/patrick/ Assets/badgolf/art/characters/patrick/Materials/ Assets/badgolf/art/ui/ Assets/badgolf/art/ui/mainmenu/ Assets/badgolf/art/prefabs/ Assets/resources/ ProjectSettings/
We need some guidelines for asset names which indicates the type of asset it is and allows for common name elements to define grouping (a sound set, for example, or a texture that belongs to a particular model).
We also need some guidelines for naming classes and scripts to help keep things congruent and avoid naming conflicts.