# Unity project ignores — must live at the root of the Unity project folder, # because every rule below is anchored with a leading "/". # # Base: https://github.com/github/gitignore/blob/main/Unity.gitignore # Extended for Unity 6.x (6000.x). macOS/IDE/global rules live in ../.gitignore # # The three folders that define the project and MUST stay committed: # Assets/ Packages/ ProjectSettings/ (including every .meta file) # --------------------------------------------------------------------------- # Unity-generated folders (all regenerated on next editor open) # --------------------------------------------------------------------------- .utmp/ /[Ll]ibrary/ /[Tt]emp/ /[Oo]bj/ /[Bb]uild/ /[Bb]uilds/ /[Ll]ogs/ /[Uu]ser[Ss]ettings/ *.log # Unity 6 puts the Bee build backend, Burst cache and IL2CPP cache under # /Library, but some build configurations emit them at the project root. /[Bb]ee/ /[Bb]urst[Cc]ache/ /[Ii]l2[Cc]pp[Bb]uild[Cc]ache/ /artifacts/ # By default unity supports Blender asset imports, *.blend1 blender files do not need to be commited to version control. *.blend1 *.blend1.meta # MemoryCaptures can get excessive in size. # They also could contain extremely sensitive data /[Mm]emoryCaptures/ # Recordings can get excessive in size /[Rr]ecordings/ # Uncomment this line if you wish to ignore the asset store tools plugin # /[Aa]ssets/AssetStoreTools* # --------------------------------------------------------------------------- # IDE / editor tooling # --------------------------------------------------------------------------- # Autogenerated Jetbrains Rider plugin /[Aa]ssets/Plugins/Editor/JetBrains* # Jetbrains Rider personal-layer settings *.DotSettings.user # Visual Studio cache directory .vs/ # Gradle cache directory .gradle/ # Autogenerated VS/MD/Consulo solution and project files ExportedObj/ .consulo/ *.csproj *.unityproj *.sln *.slnx *.suo *.tmp *.user *.userprefs *.pidb *.booproj *.svd *.pdb *.mdb *.opendb *.VC.db # Unity3D generated meta files *.pidb.meta *.pdb.meta *.mdb.meta # Unity3D generated file on crash reports sysinfo.txt # Mono auto generated files mono_crash.* # --------------------------------------------------------------------------- # Build output # --------------------------------------------------------------------------- *.apk *.aab *.unitypackage *.unitypackage.meta *.app *.ipa *.dmg *.pkg # Crashlytics generated file crashlytics-build.properties # TestRunner generated files InitTestScene*.unity* # --------------------------------------------------------------------------- # Addressables default ignores, before user customizations # --------------------------------------------------------------------------- /ServerData /[Aa]ssets/StreamingAssets/aa* /[Aa]ssets/AddressableAssetsData/link.xml* /[Aa]ssets/Addressables_Temp* # By default, Addressables content builds will generate addressables_content_state.bin # files in platform-specific subfolders, for example: # /Assets/AddressableAssetsData/OSX/addressables_content_state.bin /[Aa]ssets/AddressableAssetsData/*/*.bin* # Visual Scripting auto-generated files /[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Flow/UnitOptions.db /[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Flow/UnitOptions.db.meta /[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Core/Property Providers /[Aa]ssets/Unity.VisualScripting.Generated/VisualScripting.Core/Property Providers.meta # Auto-generated scenes by play mode tests /[Aa]ssets/[Ii]nit[Tt]est[Ss]cene*.unity* # Auto-generated cache in Assets folder /[Aa]ssets/[Ss]ceneDependencyCache* # --------------------------------------------------------------------------- # Unity 6 extras not in the upstream template # --------------------------------------------------------------------------- # Package Manager lock file: keep it. Uncomment only if you deliberately want # floating package versions across the team. # /Packages/packages-lock.json # Unity Version Control (Plastic SCM) workspace metadata /.plastic/ /[Bb]ranch[Ee]xplorer* # Unity Accelerator / cache server local state /[Cc]ache[Ss]erver*/ # Editor crash handler output /[Cc]rashes/ # URP/HDRP shader graph + shader cache leftovers /[Aa]ssets/**/*.shadergraph.meta.tmp # Auto-generated assembly info from IL post-processing /[Aa]ssets/csc.rsp.meta.tmp # --------------------------------------------------------------------------- # TextMesh Pro (shipped inside com.unity.ugui; the editor copies resources into # /Assets/TextMesh Pro when you run "Import TMP Essential Resources") # --------------------------------------------------------------------------- # The essentials — TMP Settings.asset, the LiberationSans SDF font asset, the # shaders and the style sheet — are COMMITTED on purpose. ProjectSettings and # every TMP component reference them by GUID, so a teammate who clones without # them gets pink text and missing-reference errors instead of a working scene. # # "Examples & Extras" is a separate, optional import (~15 MB of sample scenes, # sprites and fonts). Nothing in the game references it and anyone who wants it # can re-import it from Window > TextMeshPro. /[Aa]ssets/TextMesh Pro/Examples & Extras/ /[Aa]ssets/TextMesh Pro/Examples & Extras.meta # --------------------------------------------------------------------------- # Yarn Spinner (dev.yarnspinner.unity + addons, installed as embedded packages # under /Packages — those package folders are committed on purpose) # --------------------------------------------------------------------------- # Language-server definition files, regenerated on every recompile from the # [YarnCommand]/[YarnFunction] attributes in each assembly. Only useful to the # local VS Code extension, and they churn constantly. /ProjectSettings/Packages/dev.yarnspinner/generated.ysls.json /ProjectSettings/Packages/dev.yarnspinner/*-generated.ysls.json # Keep the actual settings file: !/ProjectSettings/Packages/dev.yarnspinner/YarnSpinnerProjectSettings.json # Source-generator output for attributed commands/functions (regenerated). YarnActionRegistration.cs YarnActionRegistration.cs.meta