보통 Unity 프로젝트를 구성하기 위해 폴더를 생성할 때 원하는 이름은 무엇이든 선택할 수 있습니다. 그러나 몇 가지 폴더 이름의 경우 Unity는 해당 폴더의 내용이 특별한 방식으로 취급되어야 한다고 해석합니다. 예를 들어, 에디터 스크립트가 제대로 동작하기 위해서는 Editor 라는 이름의 폴더에 배치해야 합니다.
이 페이지에는 Unity에서 사용하는 특수 폴더 이름의 전체 리스트가 포함되어 있습니다.
Assets 폴더는 Unity 프로젝트에서 사용하는 에셋이 포함되는 주 폴더입니다. 에디터 프로젝트 창의 콘텐츠는 에셋 폴더의 콘텐츠와 직접 연관됩니다. 대부분의 API 함수는 모든 것이 에셋 폴더 에 있다고 가정하므로 명시적으로 경로를 알려줄 필요는 없습니다. 그러나 일부 함수는 경로 이름에 에셋 폴더를 반드시 포함해야 합니다(예를 들어 AssetDatabase 클래스의 특정 함수).
All scripts that are placed in a folder called Editor (or a sub-folder within it) are treated as Editor scripts rather than runtime scripts. These scripts are designed to add functionality to Unity itself during development, and are not available to the finished game at runtime. More than one Editor folder can be used in the project at once, but the exact location of a given Editor folder affects the time at which its scripts will be compiled relative to other scripts (see documentation on Special Folders and Script Compilation Order for a full description of this). You can use the EditorGUIUtility.Load function in Editor scripts to load Assets in a Resources folder, placed inside an Editor folder. These Assets are only loadable via Editor scripts, and are stripped from builds.
참고: Unity에서는 스크립트가 에디터 폴더에 있으면 MonoBehaviour에서 파생된 컴포넌트를 게임 오브젝트에 할당할 수 없습니다.
Editor scripts can make use of Asset files loaded on-demand using the EditorGUIUtility.Load function. This function looks for the Asset files in a folder called Editor Default Resources, which your should place directly within the Assets folder.
Unity’s Gizmos allow you to add graphics to the Scene View to help visualise design details that are otherwise invisible. The Gizmos.DrawIcon function places an icon in the Scene to act as a marker for a special object or position. You must place the image file used to draw this icon in a folder called Gizmos in order for it to be located by the DrawIcon function.
Unity lets you add Plugins to a project to extend the features available to Unity. Plugins are native DLLs that are typically written in C/C++. They can access third-party code libraries, system calls and other functionality that are is provided by Unity out of the box. You must place Plugins in a folder called Plugins for them to be detected by Unity. Like the Editor folder, this affects the order in which scripts are compiled. See Special folders and script compilation order for further details, and Plugin Inspector for more information on plugin platform control.
Generally, you create instances of Assets in a Scene to use them in gameplay, but Unity also lets you load Assets on demand from a script. You do this by placing the Assets in a folder called Resources or a sub-folder (you can actually have any number of Resources folders and place them anywhere in the project). These Assets can then be loaded using the Resources.Load function. If the Resources folder is under a folder named Editor, then the Assets in it are loadable from Editor scripts but will be stripped from player builds.
스탠다드 에셋 패키지를 임포트하면(메뉴: Assets > Import Package) 에셋은 __ 스탠다드 에셋__이라는 이름의 폴더에 위치하게 됩니다. 이 폴더는 에셋을 포함할 뿐만 아니라 스크립트 컴파일 순서에도 영향을 미칩니다. 자세한 내용은 특수 폴더와 스크립트 컴파일 순서 페이지를 참조하십시오.
Most game Assets are incorporated directly into the built player, but there are some cases where you want the Asset to be available as a separate file in its original format (for example, to play a video on iOS, you must access the video file from the filesystem rather than use it as a MovieTexture). If you place a file in a folder called StreamingAssets, it is copied unchanged to the target machine, where it is then available from a specific folder. See the page about Streaming Assets for further details.
For webplayer builds, Unity lets you supply a custom host page to deliver the player. The host page is supplied in the form of a template that can incorporate specific information from the project such as its name. These templates must be placed in a folder called WebPlayerTemplates to be available to Unity; see the page about Using Web Player templates for further details. It is also worth noting that any scripts placed in the WebPlayerTemplates folder will be ignored by the compiler. Placing script files here can be a useful temporary way to stop them from being compiled, say if they contain incomplete code that will prevent the game running.
임포트 과정에서 Unity는 Assets 폴더(또는 그 안의 하위 폴더)의 다음과 같은 파일 및 폴더를 완전히 무시합니다.
이는 운영체제 또는 기타 애플리케이션에서 생성된 특수 또는 임시 파일을 임포트하는 것을 방지하기 위해 사용됩니다.