reckfellENGINE

Project files

File types, asset://, user:// and backups.

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Where your game lives

A project is a separate directory with project.reckfell at its root. Install the engine separately so editor updates do not mix engine files with game assets.

This layout is enough for a small project. Folder names are recommendations, not mandatory engine conventions:

Text
FirstGame/
├── project.reckfell
├── FirstGame.csproj
├── FirstGame.slnx
├── Scenes/
│   └── World.rscene
├── Props/
│   └── Crate.rprefab
├── Scripts/
│   └── Player.cs
└── Assets/
    ├── Textures/
    └── Audio/

Understanding files

FilePurpose
project.reckfellApplication, input, rendering and project settings
.rsceneA saved tree with the scene role
.rprefabA saved tree with the prefab role
.rdataA separate text resource, such as a material
.rbinA binary resource
.csC# source code
.csprojC# build settings and project SDK version
.slnA solution for development tools
.uid, .importCompanion data for source-file identity and import

An extension indicates purpose but cannot replace valid contents. Renaming arbitrary text does not create a working prefab.

asset:// and user://

asset:// starts at the project root. For example, asset://Props/Crate.rprefab means Props/Crate.rprefab beside project.reckfell. It does not depend on the project's absolute disk location.

user:// refers to application user data. Use it for saved progress, player settings and other writable files. After export, the installation directory may be read-only, so do not save progress under asset://.

These are file paths. A path such as Player/Camera3D passed to GetEntity identifies objects within a tree and serves a different purpose.

What to back up

Keep source scenes, prefabs, scripts, images, sounds, project settings, companion .uid and .import files, plus required dependency and export configurations. Open the copied project and test it after backing it up.

.reckfell holds editor-generated data and import caches. It is usually excluded from version control because the editor recreates it. C# bin and obj directories are also normally generated. If you are unsure, first make a complete backup with the project closed and configure exclusions later. Do not delete unfamiliar directories from the working project just to clean up.

Version control records change history but does not replace an independent backup. Keep private provider keys and other secrets out of public repositories.

Move a project safely

Close the editor and copy the whole project folder, not just World.rscene. Open project.reckfell from its new location using the project manager, wait for import and build C#. asset:// paths keep working within the copied folder; absolute machine-specific paths may need correction.

Use the Assets to move individual assets within a project. Check path strings in C# separately afterward.

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