← ClaudeAtlas

unity-project-structurelisted

Use when setting up a new Unity project's folder layout, configuring Assembly Definitions, managing packages via manifest.json, or setting up version control (.gitignore, meta files, Git LFS) for a Unity repo. Grounds answers in the local Unity 6.3 docs over pretrained knowledge.
IceMasterT/Unity-6.3_SKILLS · ★ 0 · Data & Documents · score 70
Install: claude install-skill IceMasterT/Unity-6.3_SKILLS
# Unity Project Structure ## Retrieval Sources | Source | Path | Use for | |--------|------|---------| | Reserved folder name reference | `Manual/SpecialFolders.html` | Full table of reserved `Assets/` subfolders (`Editor`, `Editor Default Resources`, `Gizmos`, `Resources`, `Plugins`, `StreamingAssets`), per-folder max-count and valid-location rules, hidden/ignored asset patterns (dot-prefix, `~`-suffix, `cvs`, `.tmp`) | | Predefined assemblies reference | `Manual/script-compile-order-folders.html` | The 4-phase default compilation order (`Assembly-CSharp-firstpass`, `Assembly-CSharp-Editor-firstpass`, `Assembly-CSharp`, `Assembly-CSharp-Editor`) and which folders map to which phase | | Introduction to assemblies | `Manual/assembly-definitions-intro.html` | Why to split code into assemblies: compile-time isolation, reduced iteration time, explicit dependency graph | | Creating assembly assets | `Manual/assembly-definitions-creating.html` | Step-by-step: creating `.asmdef`/`.asmref` via `Assets > Create > Scripting`, platform-specific assemblies, Editor-only assemblies | | Referencing assemblies | `Manual/assembly-definitions-referencing.html` | GUID-vs-name reference rules, `overrideReferences`/`precompiledReferences`, referencing precompiled DLLs | | Assembly Definition file format reference | `Manual/assembly-definition-file-format.html` | Full JSON schema for `.asmdef` (every key, type, required/optional) with two complete worked examples | | Assembly Definition includes