Project structure · More
Unity game project structure
Opens with creditsA small 3D action game in Unity 6.3 LTS with the Universal Render Pipeline, laid out the way Unity's manual and experienced teams do it: your own work in one _Project folder grouped by feature, C# split into assemblies with .asmdef files, Edit mode and Play mode tests, and Git with LFS and Smart Merge for scenes and art. The example is Lantern Runner. For students who have finished a Unity tutorial and want to know how a real game project stays organised as it grows.
How it grows
Each stage opens the explorer there
- 1Day 1What the scaffold and your first hour give you37 files and folders
- 2GrowingWhat a real app with features and tests adds+65 files and folders
- ProductionWhat running it for real users adds+20 files and foldersOpens with credits
- ExpertWhat a team needs to keep it healthy for years+18 files and foldersOpens with credits
How it is organised
- Commit Assets, Packages and ProjectSettings. Never commit Library, Temp, Logs, obj, UserSettings or Builds: Unity regenerates them.
- Every asset has a `.meta` file with its GUID, and references use that GUID. Always commit meta files and move or rename assets inside Unity, never in your file manager.
- Put everything you make under `Assets/_Project`, grouped by feature, so imported packs and templates never mix with your work.
- Split code into assemblies with `.asmdef` files: Core, Runtime, Editor and one per test kind. Compiles get faster and the allowed references are visible and enforced.
- Keep MonoBehaviours thin. Put rules and maths in plain C# classes, which you can test in milliseconds in Edit mode.
- Store tunable data in ScriptableObject assets, so designers balance the game in the Inspector and changes are small text diffs.
- Let systems talk through events, not by searching the scene: `FindObjectOfType` in Update is a smell.
- Use Git LFS for binary art and audio and Smart Merge for scenes and prefabs, and keep scenes small so two people rarely edit the same one.
- Everyone uses the exact editor version in ProjectVersion.txt, and CI builds players from the same build script you run locally.
At the top of the project
Open one in the explorer for the full story
- lantern-runner/
- .git/Git history, created by `git init`.
- .vscode/VS Code settings and the recommended Unity extension.2 inside
- Assets/Everything that ends up in your game: scenes, scripts, art, audio, prefabs and settings assets.6 inside
- Library/Unity's cache of imported assets, compiled scripts and the package cache.
- Logs/Editor and package manager logs.
- Packages/The packages your project uses: the manifest, the lock file and any embedded packages.2 inside
- ProjectSettings/Every setting from Edit > Project Settings, saved as text assets.8 inside
- Temp/Temporary files while the editor is open; deleted when Unity closes.
- UserSettings/Your personal editor layout and preferences for this project.
- obj/Intermediate files from the C# project build used by your code editor.
- Assembly-CSharp.csprojA C# project file Unity generates for your code editor, one per assembly.
- docs/The game design document, how-to notes for the team, and later decisions and runbooks.1 inside
- .editorconfigC# formatting and naming rules that Rider, Visual Studio and VS Code all apply.
- .gitattributesSends binary art and audio to Git LFS and tells Git to merge scenes and prefabs with UnityYAMLMerge.
- .gitignoreIgnores Library, Temp, Logs, obj, UserSettings, Builds and generated project files.
- README.mdWhat the game is, the exact Unity version, how to open and run it, and where the docs are.
Learn more on Sefism
Roadmaps, cheat sheets and projects that go with Unity game.
- Roadmap· UnityGame development roadmapMake and ship your own games
- Roadmap· C#Programming foundations roadmapFirst language, Git, CS basics
- RoadmapLinux, terminal and Git roadmapShell, Git, SSH and your dev setup
- Cheat sheetGame development cheat sheetMake and ship your own games.
- Cheat sheetLinux, terminal and Git cheat sheetShell, Git, SSH and your dev setup.
- Cheat sheetDesign Patterns cheat sheetAll 23 Gang of Four patterns with intent, when to use and a TypeScript sketch, plus SOLID, related principles and a problem to pattern map.
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- QuestionWhat projects should I build in my first year of university?Build small, finished projects that solve problems you or people around you actually have: a script that automates a chore, a command line tool, a simple website for a society or family business. First year is about finishing things and using Git, not about impressive ideas.
- QuestionWhat should I learn first to become a software engineer in 2026?Learn one language properly, then Git, the command line, how the web works and basic SQL, and build small things with them from week one. AI tools change how you write code, not what you need to understand. Pick a direction only after the foundations feel boring.
- QuestionHow do I know if code written by an AI tool is actually correct?You check it the same way you check any code, but more carefully: read the whole diff, confirm every function and package exists, run it against tests that could fail, especially one you wrote yourself, try the edge cases, and make sure you can explain every line. Correct means proven by evidence, not "the tool said it works".
- Resource· RoadmapSefism Game Development RoadmapAn eight-stage path to making and shipping your own games in Unity, Godot or Unreal Engine, built around finishing small games: the game loop and scope, gameplay programming, the engine's core systems, game maths and feel, design and playtesting, art and audio for programmers, performance and release, and an honest look at money and studio careers. It suits students and developers who can already write some code. By the end you have released games on itch.io, a playtest log behind your design decisions, and a portfolio aimed at one studio role.
- Resource· Cheat sheetSefism Game Development Cheat SheetA quick-revision companion to the Game development roadmap in nine chapters: how games are made, programming for games, the engine in depth, game maths and feel, design basics, art and audio for programmers, performance and builds, shipping and publishing, and money and careers. It comes in Unity, Godot and Unreal Engine editions, with each concept explained in plain words, why it matters, its classic mistake and code where it helps. Skim a chapter before a jam or a new feature, or after each roadmap stage.
- Resource· Guide.NET documentationMicrosoft's official documentation for modern .NET on Microsoft Learn: installing the SDK, the dotnet CLI, project files and NuGet, the C# language guide, LINQ, async programming, testing and deployment. Free, current for .NET 10 and the reference every other .NET resource points back to.
- Resource· GuideGitHub Actions DocumentationThe official documentation for GitHub Actions, GitHub's built in CI/CD and automation system: workflow syntax, triggers, runners, caching, artifacts, environments, secrets and OpenID Connect deployments to AWS, Azure and Google Cloud. Actions is free for public repositories on standard runners, so it is the CI tool most students and open source projects learn first. It suits developers setting up tests and deployments for the first time.
Checked against 18 official sources, October 2026. If something has changed, the docs win.Show sourcesHide sources
- Unity 6.3 LTS release and support
- Unity Manual: Reserved folder names
- Unity Manual: Package Manager concepts
- Unity Manual: Organizing scripts into assemblies
- Unity Manual: Asset metadata (.meta files)
- Unity Manual: Smart Merge
- Unity Manual: Project manifest
- Unity Test Framework documentation
- Performance Testing package
- Addressables documentation
- Input System documentation
- Localization package documentation
- Unity e-book: Best practices for project organization and version control
- GameCI documentation
- game-ci/unity-builder
- game-ci/unity-test-runner
- GitHub gitignore: Unity template
- Git LFS
Best practices and checklists for this stack
Picked from the other libraries by shared topics.
Best practices
See all- CI/CD Best PracticesBuild pipelines that are fast, trustworthy and safe to deploy from: trunk-based flow, fast tests, locked-down workflows, signed artifacts, canaries and DORA metrics.
- Code Review Best PracticesCode review best practices for reviewers and authors: the approval standard, what to look for, review speed, writing kind and useful comments, handling disagreement and small changes.
- Software Testing Best PracticesTesting best practices for unit, integration and end-to-end tests: test design, test doubles, flaky tests, coverage and fast CI, with examples in TypeScript and Python.
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