Unity Project is a robust cross-platform IDE for developers and a 3D/2D game engine. Unity offers the most crucial built-in elements that are necessary for a game to function since it is a game engine. That includes features like collision detection, 3D rendering, and physics.

With a lot of their attention going into mobile platforms, Unity is particularly well-liked for creating mobile games. The 2D pipeline for Unity3D is newer to the engine and less developed than the 3D pipeline.

Even so, Unity is a suitable platform for creating 2D games when compared to other 2D engines, especially if you intend to distribute the game across a variety of mobile devices.

What are the 7 ways to keep the unity project organized?

The process of developing an app is complex. If everything is not arranged properly, it may be difficult to introduce adjustments. The same is true for creating Unity3D apps. The number of lines of code grows as the development process progresses. And this increases the project’s overall size.

And if you don’t properly structure the project, it’ll be nothing short of chaos. Seven Unity 3D recommended practices are provided below to help you maintain order in your projects. The following is the list:

Structure of the directory or folders:

For a Unity3D project to be well-organized, the directory or folder structure is crucial. You can arrange or rename files in Unity to suit your needs. The whole issue is a result of this freedom. Here’s a basic template that shows how a well-organized directory should look: –

  • Audio
  • Music
  • SFX
  • Materials
  • 3rd-Party
  • Animations
  • Prefabs
  • Models
  • Resources
  • Sandbox
  • Plugins
  • Textures
  • Scripts
  • Editor
  • Scenes
  • Levels
  • Other

What considerations must you make when administering the directory?

  • Leave spaces out of file names: Always avoid using spaces in folders or file names. This is due to the fact that Unity3D never handles paths with spaces on its own. Instead, create an order to do it.
  • Keeping assets out of the root directory: You cannot dump anything in the root directory. Use sub-directories rather than root folders to store your assets.
  • Naming practices: If you are naming files in camel cases, keep doing so. Being consistent with the file names is the goal here.
  • For testing, use the “Sandbox” directory: Changes should be made in Sandbox if you are unsure about them. Sandbox doesn’t care about structure. You are able to establish a unique Sandbox subfolder using the format “Sandbox/your name.” You can then transfer the data to the actual project if you are certain about the changes.

Managing the Scene Hierarchy Structure:

The scene hierarchy is similar to the project hierarchy and must be followed. Here is an example of a scene hierarchy structure that is well-organized:

  • World
  • Lights
  • AR_Manager
  • Cameras
  • _Dynamic
  • GUI
  • Scene_Manager

What guidelines must you follow when maintaining scene hierarchy?

  • Put runtime-instantiated objects in the ‘_Dynamic’ folder: You can navigate the files with ease thanks to it.
  • Use blank game objects as folders for scenes: You must carefully plan out the scenes. It is done so that when you are seeking the objects, you will find them.
  • Ensure that every scenario in your project can be executed: You won’t need to spend much time testing until every scenario is able to be run. Tests of the application will be easier.

Learn about version control systems (VCS):

GIT, SourceTree, and Subversion are useful for creating backups and syncs, but you may also use them to hide changes you don’t want to make. The master branch won’t be harmed if you work on that code anytime you like, according to this. Additionally, you are not required to comment on huge portions of unwanted code. You can retrieve the prior version where the code was still intact if you utilize a VCS, or version control system. By doing so, you can make the code look cleaner by avoiding large sections of commented code.

Increase your use of prefabs:

Prefabs make it simple to share project hierarchies that have already been configured. Prefab is a fully configured, shareable object that may be used between projects and situations. When you want to add functionality to 100 scenes at once, it is really useful.

Learn how to use editor scripts:

The game engine Unity is quite comprehensive. Editor scripts are instructions or lines of code that modify a Unity editor’s functionality. Scripts can be written for:

  • Directly downloading things from a Google Drive folder
  • Putting all of the files in a folder and compressing them before storing them safely
  • Placing everything in a scene in order

Learn and implement defensive programming:

To put it simply, defensive programming is a method of defensive coding. Learn it and use it. You can guarantee that your software will function in unexpected situations by using defensive programming.

Make sure the following whenever you create a MonoBehaviours base class in Unity:

  • You set every reference
  • Use Execute in edit mode and #if UNITY EDITOR for checks before you play or run a scene
  • Ensure that no essential component is missing.

Try using cheats while playing or editing:

Add in-editor cheats once you have mastered the art of writing editor scripts. You may provide the user access to secret levels or anything akin to that. Writing cheats that enable you to:

  • Timing may be increased or decreased.
  • reveal hidden characters or levels
  • Give your character immortality so they can assist you with tests.

Augment Works may assist if you need someone to create a Unity3D application using best practices. Our programmers have years of industry experience and have worked with several clients all around the world.

For more information about Unity3d game development and app development, go to www.augmentworks.com.

Ghanshyam Sharma
Ghanshyam Sharma