Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by erdiizgi · Feb 27, 2017 at 02:36 PM · unity 5editorprefabunityeditorfolders

How should I make the folder structure when I create a plugin for Unity

I am creating a rogue-like game specific high-level visual programming asset for my thesis. So I started to build a node editor. Node editor works, however, I read that I can't reach the code inside the Editor folder during the runtime. So I decided to create 2 graphs. One for manipulating nodes inside the editor, and the other one for the runtime.

So I kind of confused how to make my folder structure. Here is my current structure.

 Assets
    +My-Framework
       +Editor
           +Common
           +UI
           +Utils
       +Resources
           +Data
           +Fonts
           +Graphics

Currently, my graph-related classes are all in the Common folder but, since it is inside the Editor folder, all these classes will be discarded in runtime or build. Thus, I won't get any benefit of those classes.

So I know that I should move those classes outside of the Editor folder.

I am also using some images from the Graphics folder in the Editor UI. So these images won't be necessary during the runtime but these are involving to the build as well. So those images should be inside the Editor folder.

This is confusing to me and I don't want to move further without making it clean.

What I am asking is; how should I keep my folder structure to make it as clean as possible?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Adam-Mechtley · Feb 27, 2017 at 03:26 PM

There are a lot of details about how the folder structure impacts the build, so you might find this thread in the forum to be a helpful starting point. Other than that, I wouldn't get too far hung up on folder structure "cleanliness", in part because what makes sense for your tool will likely emerge as you flesh it out more.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image erdiizgi · Feb 27, 2017 at 08:31 PM 0
Share

That's great. Thanks for it. I guess I used wrong keywords while I'm searching.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

how to stop reorderable list from passing Event value to the new element 1 Answer

Add prefabs to hierarchy without game running? 1 Answer

Unity 5 editor greyes out in Play Mode 1 Answer

OnStartServer works in editor, not in build 0 Answers

Selecting a newly created empty prefab by an editor script 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges