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Project structure · More

Unity game project structure

Opens with credits

A 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.

Curated by Tauseef FayyazIntermediate140 files and foldersUnity 6.3 LTS (6000.3.25f1), URP 17.3, Input System 1.20Checked October 2026
Explore the filesPick any file to see what it is, why it exists and when you add it.

How it grows

Each stage opens the explorer there

  1. 1Day 1What the scaffold and your first hour give you37 files and folders
  2. 2GrowingWhat a real app with features and tests adds+65 files and folders
  3. ProductionWhat running it for real users adds+20 files and foldersOpens with credits
  4. 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.

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Checked against 18 official sources, October 2026. If something has changed, the docs win.Show sources

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