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The Ramen Unity Style Guide
For file structure, naming conventions and other things
These are guidelines for keeping your project organized and allow your team to quickly find the assets they need. Games are large projects that span several months, thus having standardized conventions that make sense will avoid headaches in the long run.
Note that your team and project might have different needs, use different software, etc. Use this guide only as a base to decide on what works for your team. Every project should have its own, easy to find, style guide, so everyone in the team is up to date in the project's conventions.
Table of Contents
Asset Naming
First of all, no\ spaces\ on file or directory names.
Folders
PascalCase
Prefer a deep folder structure over having long asset names.
Directory names should be as concise as possible, prefer one or two words. If a directory name is too long, it probably makes sense to split it into sub directories.
Try to have only one file type per folder. Use Textures/Trees
, Models/Trees
and not Trees/Textures
, Trees/Models
. That way its easy to set up root directories for the different software involved, for example, Substance Painter would always be set to save to the Textures directory.
If your project contains multiple environments or art sets, use the asset type for the parent directory: Trees/Jungle
, Trees/City
not Jungle/Trees
, City/Trees
. Since it makes it easier to compare similar assets from different art sets to ensure continuity across art sets.
Debug Folders
[PascalCase]
This signifies that the folder only contains assets that are not ready for production. For example, having an [Assets]
and Assets
folder.
Source Code
Use the naming convention of the programming language. For C# and shader files use PascalCase
, as per C# convention.
Non-Code Assets
Use tree_small
not small_tree
. While the latter sound better in English, it is much more effective to group all tree objects together instead of all small objects.
camelCase
where necessary. Use weapon_miniGun
instead of weapon_gun_mini
. Avoid this if possible, for example, vehicles_fighterJet
should be vehicles_jet_fighter
if you plan to have multiple types of jets.
Prefer using descriptive suffixes instead of iterative: vehicle_truck_damaged
not vehicle_truck_01
. If using numbers as a suffix, always use 2 digits. And do not use it as a versioning system! Use git
or something similar.
Persistent/Important GameObjects
_snake_case
Use a leading underscore to make object instances that are not specific to the current scene stand out.
Debug Objects
[SNAKE_CASE]
Enclose objects that are only being used for debugging/testing and are not part of the release with brackets.
Directory/File Structure
Root
+---Assets
+---Build
\---Tools # Programs to aid development: compilers, asset managers etc.
Assets
Assets
+---Art
| +---Materials
| +---Models # FBX and BLEND files
| +---Textures # PNG files
+---Audio
| +---Music
| \---Sound # Samples and sound effects
+---Code
| +---Scripts # C# scripts
| \---Shaders # Shader files and shader graphs
+---Docs # Wiki, concept art, marketing material
+---Level # Anything related to game design in Unity
| +---Prefabs
| +---Scenes
| \---UI
\---Resources # Configuration files, localization text and other user files.
Assets (alternative)
Assets
+---Art
| +---Materials
| +---Models # FBX and BLEND files
| +---Music
| +---Prefabs
| +---Sound # Samples and sound effects
| +---Textures
| +---UI
+---Levels # Unity scene files
+---Src # C# scripts and shaders
| +---Framework
| \---Shaders
Scripts
Use namespaces that match your directory structure.
A Framework directory is great for having code that can be reused across projects.
The Scripts folder varies depending on the project, however, Environment
, Framework
, Tools
and UI
should be consistent across projects.
Scripts
+---Environment
+---Framework
+---NPC
+---Player
+---Tools
\---UI
Models
Separate files from the modelling program and ready to use, exported models.
Models
+---Blend
\---FBX
Workflow
Models
File extension: FBX
Even though Unity supports Blender files by default, it is better to keep what is being worked on and what is a complete, exported model separate. This is also a must when using other software, such as Substance for texturing.
Use Y up
, -Z forward
and uniform scale
when exporting.
Textures
File extension: PNG
, TIFF
or HDR
Choose either a Specularity/Glossiness
or Roughness/Metallic
workflow. This depends on the software being used and what your artists are more comfortable with. Specularity maps have the advantage of being having the possibility to be RGB maps instead of grayscale (useful for tinted metals), apart from that there is little difference between the result from either workflow.
Texture Suffixes
Suffix | Texture |
---|---|
_AL | Albedo |
_SP | Specular |
_R | Roughness |
_MT | Metallic |
_GL | Glossiness |
_N | Normal |
_H | Height |
_DP | Displacement |
_EM | Emission |
_AO | Ambient Occlusion |
_M | Mask |
RGB Masks
It is good practice to use a single texture to combine black and white masks in a single texture split by each RGB channel. Using this, most textures should have:
texture_AL.png # Albedo
texture_N.png # Normal Map
texture_M.png # Mask
Channel | Spec/Gloss | Rough/Metal |
---|---|---|
R | Specularity | Roughness |
G | Glossiness | Metallic |
B | Ambient Occlusion | Ambient Occlusion |
The blue channel can vary depending on the type of material:
- For character materials use the
B
channel for subsurface opacity/strength - For anisotropic materials use the
B
channel for the anisotropic direction map
Configuration Files
File extension: INI
Fast and easy to parse, clean and easy to tweak.
XML
, JSON
, and YAML
are also good alternatives, pick one and be consistent.
Use binary file formats for files that should not be changed by the player. For multiplayer games store configuration data on a secure server.
Localization
File extension: CSV
Widely used by localization software, makes it trivial to edit strings using spreadsheets.
Audio
File extension: WAV
while mixing, OGG
in game.
Preload small sound clips to memory, load on the fly for longer music and less frequent ambient noise files.
Be Consistent
The point of having style guidelines is to have a common vocabulary of coding so people can concentrate on what you're saying rather than on how you're saying it. We present global style rules here so people know the vocabulary, but local style is also important. If code you add to a file looks drastically different from the existing code around it, it throws readers out of their rhythm when they go to read it. Avoid this.