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 |
|---|---|---|
|
Texture |
|
|
Sprite (2D/UI texture) |
|
|
Material |
|
|
3D model |
|
|
Animation clip |
|
|
Animator Controller |
|
|
Sound effect |
|
|
Visual effect prefab |
|
|
Cursor texture |
|
|
Sprite Atlas |
|
|
Font |
|
|
Terrain Layer |
|
|
Terrain Data |
|
|
Post Process Profile |
|
|
Lighting Settings |
|
|
Scene |
|
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.