reckfellENGINE

Project layout and moving files

Purpose-based folders, exact C# filenames and separation of source assets from caches.

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Layout for a small project

Text
project.reckfell
Game.csproj
.gitignore
.gitattributes
actors/
  ActorSettings.cs
  DamageReceiver.cs
  enemy.rprefab
domain/
  HealthModel.cs
gameplay/
  HitController.cs
examples/
  ArchitectureExample.cs
levels/
  architecture.rscene
settings/
  enemy.rdata
assets/
  enemy.png

This is a project convention rather than mandatory engine folder names. Larger projects may group by gameplay feature: enemy, inventory or interface. Do not create empty categories without a use.

ActorSettings.cs contains ActorSettings; DamageReceiver.cs contains DamageReceiver. Keep exact, case-sensitive file/class name agreement for attachable C# types. Name levels and resources consistently: names differing only by case complicate moving between systems.

Source assets and generated files

Keep original images, audio, models, scripts and authored .rscene/.rprefab/.rdata files in the project. .reckfell contains editor/import caches; the SDK normally puts C# builds under .reckfell/mono/temp. Generated contents do not replace your sources.

An empty .reckfellignore file excludes a folder from editor filesystem scanning. It is separate from .gitignore: ignoring import does not exclude files from Git, or vice versa. Do not put assets needed by the game in an import-ignored folder.

A move changes dependencies

Move related resources together with their UID sidecars when present. After moving, rebuild C# and open the level: check attached scripts, exported references and load paths. A asset:// string in code does not become immune to arbitrary renaming.

The exports folder in the Git rules below is reserved for generated exports. Keep authored assets elsewhere.

Git policy · All example files

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