有以下几个文件夹:
Assets
用来存放资源的文件夹,包括各种材质.模型等
Editor
编辑器类等脚本
Editor Default Resources
Editor scripts can make use of asset files loaded on-demand using the?EditorGUIUtility.Load?function. This function will look for the asset files in a folder called?Editor Default Resources?which should be placed directly within the?Assets?folder.
Gizmos
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. The image file used to draw this icon must be placed in a folder called?Gizmos?in order to be located by the DrawIcon function.
Plugins
各种插件,包括C/C ++的本地插件,需要用到
[DllImport ("PluginName")]
private
static
extern
float FooPluginFunction ();
Resources
各种资源.模型.预设,可以用Resources.load()方法加载这些资源
Standard Assets and Pro Standard assets
When you import a standard asset package (menu:?Assets > Import Package) the assets are placed in a folder called?Standard Assets?or?Pro Standard Assets?if the package is available only with a Pro licence. As well as containing the assets, these folders also have an effect on script compilation order; see the page on?Special Folders and Script Compilation Order?for further details.
StreamingAssets
这个文件夹的东西被原封不动的拷贝到目标机器地方.通常放一些视频,或本地插件需要用到的资源
WebPlayerTemplates
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 aboutUsing Web Player templates?for further details. It is also worth noting that any scripts placed in the WebPlayerTemplates folder will not 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.