reckfellENGINE

Git: what belongs in the repository

Ready-to-use ignore and line-ending rules that preserve source assets and UIDs.

On this page

Commit sources rather than caches

Commit to GitUsually exclude
project.reckfell, .csproj and solution files.reckfell caches and standard C# output
.cs files and resource UID sidecarsbin/obj build outputs when used
Authored .rscene, .rprefab and .rdataBuilt games in the reserved exports folder
Source images, audio, models and translationsLocal keys, passwords and service credentials

Do not exclude every .csproj, .uid or Resource file as generated: they may be essential project sources. Keep local secrets outside the repository; the rules below handle build artifacts rather than automatically finding secrets.

Root .gitignore

Text
.reckfell/
/bin/
/obj/
/exports/

SDK 1.0.0 normally puts C# output under .reckfell/mono/temp. Separate bin/obj rules cover explicitly changed output paths. exports is an agreed directory for generated builds rather than a required engine directory.

Root .gitattributes

Text
* text=auto eol=lf
*.cs text eol=lf
*.rscene text eol=lf
*.rprefab text eol=lf
*.rdata text eol=lf
*.png -text
*.wav -text
*.glb -text

Text is normalized to LF. The listed binary formats bypass text conversion. Extend the list for the formats actually used; .rbin is also a binary resource and must not be forced to text.

Check before sending

Shell
git status --short
git check-ignore -v .reckfell/mono/temp/bin/Example.dll
git check-attr text eol -- actors/DamageReceiver.cs actors/enemy.rprefab
git diff --cached --stat

The .reckfell file should be ignored; C# and prefab attributes should show eol: lf. Review staged files before committing; .gitignore does not remove an already tracked cache from history.

Test recovery in a separate copy or clone: open the project, restore packages, run dotnet build and launch the main level. You do not need to delete your working project. An in-editor VCS plugin is not required to use Git from a terminal.

Folder layout · C# and SDK

Reckfell Engine documentationBack to top ↑
QUICK LINKSGetting startedEntity hierarchyC# & .NET 10Scenes and prefabs
Reckfell guides and full API K
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