ShinTools

Unity 6 Asset Naming Convention Checklist

A copy-paste Unity 6 naming convention for meshes, textures, materials, prefabs and scenes, plus rules you can enforce automatically on import.

·7 min read

A Unity 6 naming convention should encode type, domain and variant in a predictable order, stay greppable, and be enforced automatically at import so it never depends on someone remembering it.

The base pattern

Use Type_Domain_Descriptor_Variant. Prefixes sort and filter well in the Project window and in search; suffixes carry channel or resolution information.

  • SM_ static mesh, SK_ skeletal mesh, T_ texture, M_ material, MI_ material instance
  • PF_ prefab, SC_ scene, A_ audio, ANIM_ animation clip, AC_ animator controller
  • Texture suffixes: _BC base color, _N normal, _ORM packed, _M mask
  • Variants: _01, _LODn, _Var A, never spaces or accents

Rules worth enforcing on import

Import is the cheapest moment to reject a bad name, because nothing references it yet. Renaming after two sprints means touching prefabs, scenes and Addressables groups.

Keep folders and names consistent

The folder says where an asset belongs, the name says what it is. When both encode the same information you get duplication and drift; when neither does, search breaks. Pick one for domain and one for type, and document it once.

Migrating an existing project

Do not rename everything at once. Freeze the convention, enforce it for new assets, then migrate one domain per sprint with automated reference fixing and a validation report you can diff.