Asset naming conventions

To keep the project browsable and searchable, most raw resource assets (textures, models, materials, sounds, etc.) follow a PREFIX_Name pattern — a short prefix identifying the asset’s type, followed by a descriptive name in PascalCase. When an asset belongs to a specific group (a building, a unit, a VFX, …), that group is usually added as a middle segment, for example MDL_Building_Factory.fbx or M_VFX_MapBorder.mat.

This roughly matches the asset’s folder too (Models/, Materials/, Textures/, etc.) — the prefix is there so the type stays obvious even outside of the folder, for example when the asset shows up in the Inspector, in search results, or inside an FBX/prefab hierarchy.

Resource prefixes

Prefix

Asset type

Example

T_

Texture

T_BaseColor_Ground01.png

SPR_

Sprite (2D/UI texture)

SPR_VFX_SelectionCircle.png

M_

Material

M_VFX_MapBorder.mat

MDL_

3D model

MDL_Building_Factory.fbx

A_

Animation clip

A_Building_Create.anim

AC_

Animator Controller

AC_InfantrySoldier.controller

SFX_

Sound effect

SFX_Ability_ChangeWeapon.wav

VFX_

Visual effect prefab

VFX_Shell_Explosion.prefab

CUR_

Cursor texture

CUR_Attack.png

SA_

Sprite Atlas

SA_Icons.spriteatlas

F_

Font

F_Oswald_Regular.ttf

TL_

Terrain Layer

TL_Ground01.terrainlayer

TER_

Terrain Data

TER_Example01.asset

PPP_

Post Process Profile

PPP_Base.asset

LS_

Lighting Settings

LS_Example01.lighting

S_

Scene

S_Example_01.unity

Note

These abbreviated prefixes are only used for raw resource assets. ScriptableObject data assets and gameplay prefabs are named differently — see below.

Data asset naming

Data assets (ScriptableObject-based — UnitData, AbilityData, FactionData, and similar) aren’t abbreviated. They’re prefixed with their class name instead: there are usually far fewer of them than textures or models in a project, so a readable prefix matters more than a short one. For example:

  • UnitData_Tank.asset (UnitData)

  • Ability_SniperWeaponToPistol.asset (AbilityData)

  • Faction_Human.asset (FactionData)

  • ProdCat_Vehicles.asset (ProductionCategoryData)

  • AI_Hard.asset (AIData)

If you add your own data asset type, follow the same idea: use its class name (or a short, clear abbreviation of it, like ProdCat_ for ProductionCategoryData) as the prefix.

Prefab naming

Gameplay prefabs (units, buildings, shells, UI) also use their category as a prefix, spelled out in full rather than abbreviated:

  • Unit_Scout.prefab, Building_Barracks.prefab — the unit/building itself.

  • Ghost_Barracks.prefab — its building ghost drawer, see Creating a new Building.

  • Shell_Tank.prefab — a projectile prefab, see Shell.