{"id":960,"date":"2025-08-17T11:45:00","date_gmt":"2025-08-17T11:45:00","guid":{"rendered":"https:\/\/pixelfat.com\/home\/?p=960"},"modified":"2025-08-17T18:03:39","modified_gmt":"2025-08-17T18:03:39","slug":"domain-driven-project-structures","status":"publish","type":"post","link":"https:\/\/pixelfat.com\/home\/domain-driven-project-structures\/","title":{"rendered":"Part 2: Domain-Driven Directory Structures"},"content":{"rendered":"\n<h5 class=\" wp-block-heading eplus-wrapper\">&#8211; Organizing folders by Domain: Who Owns What in Your Unity Project<\/h5>\n\n\n<p class=\" eplus-wrapper eplus-styles-uid-386d27\">From code and configs to textures and meshes, every asset in your project should clearly belong to a domain. You should always be able to answer: <strong>Who owns this?<\/strong> and <strong>What project or system is it a part of?<\/strong><br><br>Unity projects are rarely just <em>one<\/em> thing. You&#8217;re not just making a game, you&#8217;re pulling in plugins, building reusable systems, and layering tools. Your folder structure should reflect that reality without descending into chaos.<br><\/p>\n\n\n<figure class=\" wp-block-image size-full eplus-wrapper\"><img decoding=\"async\" src=\"https:\/\/pixelfat.com\/home\/wp-content\/uploads\/2025\/08\/image-3.png\" alt=\"\" class=\"wp-image-1040\"\/><\/figure>\n\n\n<p class=\" eplus-wrapper eplus-styles-uid-386d27\"><br>Let\u2019s say you\u2019ve just finished building a match-three game. You\u2019ve even separated out all the logic into a standalone engine and it&#8217;s now a beautiful event-driven, pure C# library, not a monobehavior in sight.. nice! Now, you want to make a quick demo to show off your work and get others using it. Naturally, you reach for <a href=\"https:\/\/dotween.demigiant.com\/\">DOTween<\/a> to do the swap animations and realise you&#8217;re not adding DOTween to your game, it&#8217;s not yours, you didn&#8217;t write it, but you&#8217;re adding it to your project. SO, where does it go?<br><\/p>\n\n\n<figure class=\" wp-block-image size-full eplus-wrapper\"><img loading=\"lazy\" decoding=\"async\" width=\"857\" height=\"303\" src=\"https:\/\/pixelfat.com\/home\/wp-content\/uploads\/2025\/08\/image.png\" alt=\"\" class=\"wp-image-1043\" srcset=\"https:\/\/pixelfat.com\/home\/wp-content\/uploads\/2025\/08\/image.png 857w, https:\/\/pixelfat.com\/home\/wp-content\/uploads\/2025\/08\/image-300x106.png 300w, https:\/\/pixelfat.com\/home\/wp-content\/uploads\/2025\/08\/image-768x272.png 768w\" sizes=\"auto, (max-width: 857px) 100vw, 857px\" \/><\/figure>\n\n\n<p class=\" eplus-wrapper eplus-styles-uid-386d27\"><br>The app or game project is owned by me or my company (or more likely, my client), so naturally it&#8217;s root folder lives under the name of the company that owns it, along with all the other assets I&#8217;ve created for them &#8211; These days my projects always start a structure like this: <br><br><code>Assets\/pixelfat\/CandySmushSega\/<\/code> &lt;&#8211; This is the main game or application<code><br>Assets\/pixelfat\/MyMatch3Engine\/ <\/code>&lt;&#8211; My reusable, non-unity, example C# match-three solver.<br><\/p>\n\n\n<figure class=\" wp-block-image size-full eplus-wrapper\"><img loading=\"lazy\" decoding=\"async\" width=\"857\" height=\"269\" src=\"https:\/\/pixelfat.com\/home\/wp-content\/uploads\/2025\/08\/image-6.png\" alt=\"\" class=\"wp-image-1049\" srcset=\"https:\/\/pixelfat.com\/home\/wp-content\/uploads\/2025\/08\/image-6.png 857w, https:\/\/pixelfat.com\/home\/wp-content\/uploads\/2025\/08\/image-6-300x94.png 300w, https:\/\/pixelfat.com\/home\/wp-content\/uploads\/2025\/08\/image-6-768x241.png 768w\" sizes=\"auto, (max-width: 857px) 100vw, 857px\" \/><\/figure>\n\n\n<p class=\" eplus-wrapper eplus-styles-uid-386d27\"><\/p>\n\n\n<p class=\" eplus-wrapper\">Besides the app sitting beside other projects it consumes, we can also use this pattern to promote common functionality to a generic \/Unity folder as such:<br><br><code>Assets\/pixelfat\/Unity\/App<\/code>\/ &lt;&#8211; For common app things like state machines or a Singleton base class<br><code>Assets\/pixelfat\/Unity\/Utilities<\/code>\/ &lt;&#8211; My common utilities like generating random colors<\/p>\n\n\n\n<p class=\" eplus-wrapper\">Now, DOTween isn\u2019t yours but you will be using it to demo your game, it\u2019s a separate product, built and maintained by someone else, so we don\u2019t mix it in with your own systems. Keep it in its own domain:<\/p>\n\n\n\n<p class=\" eplus-wrapper\"><code>Assets\/Demigiant\/<\/code><br><code>Assets\/Demigiant\/Dotween\/<\/code><\/p>\n\n\n\n<p class=\" eplus-wrapper\">This structure makes ownership and boundaries crystal clear for you, your teammates, and for future-you coming back to this months later.<br><\/p>\n\n\n\n<figure class=\" wp-block-image size-full eplus-wrapper\"><img loading=\"lazy\" decoding=\"async\" width=\"857\" height=\"322\" src=\"https:\/\/pixelfat.com\/home\/wp-content\/uploads\/2025\/08\/image-5.png\" alt=\"\" class=\"wp-image-1048\" srcset=\"https:\/\/pixelfat.com\/home\/wp-content\/uploads\/2025\/08\/image-5.png 857w, https:\/\/pixelfat.com\/home\/wp-content\/uploads\/2025\/08\/image-5-300x113.png 300w, https:\/\/pixelfat.com\/home\/wp-content\/uploads\/2025\/08\/image-5-768x289.png 768w\" sizes=\"auto, (max-width: 857px) 100vw, 857px\" \/><\/figure>\n\n\n\n<h5 class=\" wp-block-heading eplus-wrapper\">The \/StreamingAssets Folder<\/h5>\n\n\n\n<p class=\" eplus-wrapper\">Of course, being Unity, there are always some exceptions. Most notable is the <a href=\"https:\/\/docs.unity3d.com\/6000.1\/Documentation\/Manual\/StreamingAssets.html\">StreamingAssets <\/a>folder which has to be in the Assets folder. However, there\u2019s no reason to treat that folder any differently, it&#8217;s simply a collection of all the binary assets you need for each project or feature, so we end up with something that&#8217;s once again, domain driven and traversable.<\/p>\n\n\n\n<figure class=\" wp-block-image size-full is-resized eplus-wrapper\"><img loading=\"lazy\" decoding=\"async\" width=\"689\" height=\"566\" src=\"https:\/\/pixelfat.com\/home\/wp-content\/uploads\/2025\/08\/image-2.png\" alt=\"\" class=\"wp-image-1025\" style=\"width:456px;height:auto\" srcset=\"https:\/\/pixelfat.com\/home\/wp-content\/uploads\/2025\/08\/image-2.png 689w, https:\/\/pixelfat.com\/home\/wp-content\/uploads\/2025\/08\/image-2-300x246.png 300w\" sizes=\"auto, (max-width: 689px) 100vw, 689px\" \/><\/figure>\n\n\n\n<p class=\" eplus-wrapper\">Nice and tidy!<\/p>\n\n\n\n<h5 class=\" wp-block-heading eplus-wrapper\">The \/Plugins Folder<\/h5>\n\n\n\n<p class=\" eplus-wrapper\">&#8220;<em>But Dan<\/em>&#8220;, you say, &#8220;<em>shouldn&#8217;t plugins be in a plugins folder?<\/em>&#8221; &#8211; Well not necessarily. Unity treats the <a href=\"https:\/\/docs.unity3d.com\/6000.1\/Documentation\/Manual\/plug-ins.html\"><code>Plugins<\/code> <\/a>folder specially: it compiles scripts inside it earlier than the rest of your project and allows for platform-specific subfolders like \/<code>x86_64<\/code> or \/<code>Android<\/code>. When we do, there&#8217;s no reason we can&#8217;t still follow our domain driven patterns, and Unity will accept multiple \/Plugins folders so we have a few options. Whether it&#8217;s:<br><br><code>Assets\/Demigiant\/Plugins\/Dotween\/<\/code><br><br>or this&#8230;<br><br><code>Assets\/Plugins\/Demigiant\/Dotween\/<\/code><br><br>It really doesn&#8217;t matter, so why not continue using a domain driven pattern? Of course, you could always create a package, but that&#8217;s out of the scope of this series.<\/p>\n\n\n\n<p class=\" eplus-wrapper\">And what about when we don&#8217;t have an owner for our domain? Well, then we skip it and use the feature:<\/p>\n\n\n\n<p class=\" eplus-wrapper\"><code>Assets\/Plugins\/SQLite\/Android\/arm64-v8a\/libsqlite3.so<\/code><br><code>Assets\/Plugins\/SQLite\/Android\/armeabi-v7a\/libsqlite3.so<\/code><br><code>Assets\/Plugins\/SQLite\/Android\/x86\/libsqlite3.so<\/code><br><code>Assets\/Plugins\/SQLite\/x86\/sqlite3.dll<\/code><br><code>Assets\/Plugins\/SQLite\/x64\/sqlite3.dll<\/code><br><code>Assets\/Plugins\/SQLite\/Mono.Data.Sqlite<\/code><br><code>Assets\/Plugins\/SQLite\/System.Buffers<\/code><br><code>Assets\/Plugins\/SQLite\/System.Memory<\/code><\/p>\n\n\n\n<h5 class=\" wp-block-heading eplus-wrapper\">Coming soon.<\/h5>\n\n\n\n<p class=\" eplus-wrapper\">With ownership and boundaries in place, we\u2019ve laid the foundation. Next up, we\u2019ll look at how to structure our actual code to take advantage of this system in <strong>Part 3: Structuring Projects with Namespaces &amp; MVC<\/strong>. <br><br>Stay tuned!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>&#8211; Organizing folders by Domain: Who Owns What in Your Unity Project From code and configs to textures and meshes, every asset in your project should clearly belong to a domain. You should always be able to answer: Who owns this? and What project or system is it a part of? Unity projects are rarely [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":1031,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"editor_plus_copied_stylings":"{}","footnotes":""},"categories":[21],"tags":[],"series":[23],"class_list":["post-960","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-unity-project-structure","series-unity-project-structure"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Part 2: Domain-Driven Directory Structures - pixelfat.com<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/pixelfat.com\/home\/domain-driven-project-structures\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Part 2: Domain-Driven Directory Structures - pixelfat.com\" \/>\n<meta property=\"og:description\" content=\"&#8211; Organizing folders by Domain: Who Owns What in Your Unity Project From code and configs to textures and meshes, every asset in your project should clearly belong to a domain. 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