How to Create a New Unity Project
A Unity project is a folder on your computer that contains every asset, every script, and every piece of configuration that makes up a single body of work in the Unity Editor. For Unturned™ mod authoring with the 57 Studios™ pipeline, you create a dedicated Unity project that hosts your custom assets and the Unturned project package that Smartly Dressed Games ships.
This reference walks through every step of creating a fresh Unity project with the correct template, naming it appropriately, and placing it in a sensible location on your computer. The choices you make during project creation affect every subsequent step, so each decision is explained in full.
The article is written for beginners who have installed Unity Hub and the correct Editor version but have not yet created a Unity project. It assumes the Hub is open and the Editor is ready to be launched by the Hub. Every decision the New Project dialog asks you to make is explained so you can proceed confidently.
Prerequisites
Before creating a project, confirm the following.
- The correct Unity Editor version is installed and visible in the Installs tab of Unity Hub.
- You have at least 5 gigabytes of free disk space on the drive where you intend to store the project.
- You have decided on a name for the project. Names with letters, numbers, and underscores work everywhere; spaces and special characters can cause problems with command-line tooling later.
- Unity Hub is open.
Pro tip
Create a top-level folder on a fast drive specifically for your Unturned mod projects, such as D:\UnturnedMods\. Centralizing every Unturned project under one parent folder makes backup, search, and version control vastly simpler later.
Did you know?
The Unity Editor never modifies files outside the project folder. Everything an Editor session touches lives inside the project folder, which means a project folder is the complete unit of work: copy the folder, you copy the work; back up the folder, you back up the work.
What you'll learn
- How to open the new project dialog from Unity Hub.
- How to select the correct Unity Editor version for the project.
- How to choose the correct render pipeline template for Unturned.
- How to name a project safely.
- How to choose a project location.
- How to read the structure of a fresh Unity project on disk.
- How to organize multiple Unturned projects under a single parent folder.
- How to verify a healthy initial project state.
Background
Unity projects are render-pipeline-specific. The render pipeline is the chunk of engine code that draws frames to the screen. Modern Unity offers three render pipelines: Built-In, Universal (URP), and High Definition (HDRP). Unturned runs on the Built-In Render Pipeline, so your mod project must also use the Built-In Render Pipeline. Assets authored under URP or HDRP will not render correctly inside Unturned.
The choice of render pipeline is fixed at project creation. Changing the pipeline of an existing project is technically possible but creates many small problems, so the correct approach is always to start with the right template.

Why the Built-In Render Pipeline matters
The Built-In Render Pipeline is the original Unity rendering path. It is the path Unturned ships against, the path the Unturned project package expects, and the path every existing Unturned mod has been authored under. URP and HDRP are newer alternatives that Unity introduced for higher-fidelity rendering on modern hardware. They are excellent pipelines for standalone Unity games but are not compatible with Unturned.
A Built-In Render Pipeline material uses Unity's classic shaders (Standard, Mobile/Diffuse, Particles/Additive, and so on). A URP material uses a different shader graph and different lighting model. A HDRP material uses a yet different shader graph and a physically based rendering model. Materials authored against one pipeline do not render correctly in another; the visual output ranges from incorrect shading to fully magenta missing-shader squares depending on how badly the pipelines mismatch.
For Unturned modding, the correct choice is always Built-In. The rest of this article documents the steps that ensure your project starts under that pipeline.
How a Unity project sits in your file system
A Unity project is a folder. Inside the folder are subfolders that the Editor manages. You can browse a project folder in File Explorer at any time. You can copy a closed project to a different drive by copying the folder. You can back up a project by archiving the folder. The folder is the project; there is no hidden database elsewhere on the system that the Editor needs in order to recognize the project.
This single-folder property is a major advantage of Unity over some other engines. It means you can move projects, share projects, and back up projects without any special workflow. The article spends some attention on this property in the Primary content section because it informs every decision about where to place a project.
Primary content
Step 1: Open the New Project dialog
In Unity Hub, click the Projects tab on the left sidebar. In the top-right corner of the main panel, click the "New project" button. A dialog opens that lists the available templates organized by category.
Step 2: Select the correct Editor version
At the top of the New Project dialog, locate the Editor Version dropdown. Click the dropdown and select the exact Unity Editor version that Unturned requires. The version you select determines which templates appear in the template list.
Common mistake
If the dropdown lists multiple Editor versions, take a moment to read the version string carefully. Selecting a newer Editor version by accident produces a project that cannot build Unturned-compatible bundles.
Step 3: Choose the 3D Built-In Render Pipeline template
The template list shows all templates compatible with the selected Editor version. Locate the template named "3D (Built-In Render Pipeline)" or, in older Editor versions, simply "3D". This is the correct template for Unturned mod authoring.
Click the template to select it. A checkmark or highlight appears on the template card.
Step 4: Name the project
In the project settings panel on the right side of the dialog, locate the "Project name" field. Enter a name for the project.
Safe characters for project names are uppercase letters, lowercase letters, digits, hyphens, and underscores. Avoid the following.
| Avoid | Reason |
|---|---|
| Spaces | Spaces cause issues with command-line tools and some Unity packages |
| Apostrophes and quotes | Break shell escaping in build scripts |
| Forward slashes and backslashes | Reserved as path separators |
| Question marks, asterisks, colons | Forbidden in Windows filenames |
| Leading or trailing dots | Hidden on some filesystems |
| Emoji | Inconsistently supported across tools |
Examples of safe names: UnturnedGunMod, Stormhaven_Map, BlazetailVehiclePack.
Step 5: Choose a project location
Below the name field, locate the "Location" field. Click the folder icon to open a file picker, then navigate to your chosen parent folder for Unturned projects. Unity creates a subfolder with your project name inside the location you choose.
Best practice
Avoid placing Unity projects inside synced cloud folders such as Google Drive, Dropbox, or OneDrive that sync during active work. Unity writes thousands of small files while the Editor is open, and a sync engine can corrupt the project's Library folder if it tries to upload files while Unity is writing them. If you need cloud backup, use a tool that syncs only when the project is closed.
Step 6: Click Create project
With the Editor version, template, name, and location set, click the "Create project" button in the bottom-right corner of the dialog. Unity Hub launches the selected Editor version and begins setting up the project.
The first launch of a new project takes one to three minutes. Unity is initializing the project's Library folder, which contains the engine's cache of imported assets.
Step 7: Confirm the Editor opened the project
When the Editor finishes initializing, the main Editor window opens. You should see an empty 3D scene with a default Main Camera and a Directional Light. The title bar of the Editor displays your project name and the Editor version.
If you see a project loading bar that never completes, close the Editor and verify that the location you chose is on a writable drive and is not inside a cloud-sync folder.

Step 8: Read the project folder structure on disk
While the Editor is open, navigate in File Explorer to the project location you chose in Step 5. Inside the project folder, you will see the following structure.
ProjectName/
├── Assets/
│ └── Scenes/
│ └── SampleScene.unity
├── Library/
│ ├── (many auto-generated cache subfolders)
├── Logs/
├── obj/
├── Packages/
│ ├── manifest.json
│ └── packages-lock.json
├── ProjectSettings/
│ ├── AudioManager.asset
│ ├── EditorBuildSettings.asset
│ ├── GraphicsSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ └── (many other settings assets)
├── Temp/
└── UserSettings/The folders to know about are listed below.
- Assets/ holds every asset you author or import. This is where the Unturned project package will land in the next article.
- Library/ is an auto-generated cache. Unity rebuilds this folder from Assets whenever it is missing or out of date. It is safe to delete if you ever need to force a full reimport.
- Packages/ lists the Unity Package Manager dependencies for the project.
- ProjectSettings/ holds per-project Unity Editor configuration.
- Temp/ and Logs/ are scratch space; Unity recreates them as needed.
Of these, only Assets/, Packages/, and ProjectSettings/ are essential for the project's identity. The other folders are regenerable.
Step 9: Verify a healthy initial state
A healthy initial state looks like this.
- The Editor window is open with the project name and version visible in the title bar.
- The Hierarchy window shows the SampleScene with a Main Camera and a Directional Light.
- The Project window shows the Assets folder with a Scenes subfolder inside.
- The Console window shows no errors (warnings are acceptable).
- The Inspector window is empty until you select an asset or GameObject.
If any of these indicators are off, close the Editor and reopen the project from the Hub. The Hub may prompt you to re-locate the project if it is not in the expected location.
Comparison
The table below compares the three Unity templates relevant to choice during Unturned mod project creation.
| Template | Render pipeline | Unturned compatibility | Disk footprint | Use case |
|---|---|---|---|---|
| 3D (Built-In Render Pipeline) | Built-In | Required | Smallest | Unturned modding (correct choice) |
| 3D (URP) | Universal Render Pipeline | Not compatible | Medium | Modern indie 3D projects unrelated to Unturned |
| 3D (HDRP) | High Definition Render Pipeline | Not compatible | Largest | High-fidelity PC and console titles unrelated to Unturned |
Project folder footprint by component
The disk footprint of a fresh Unity project before any custom assets are added is documented in the table below.
| Component | Disk footprint | Regenerable? |
|---|---|---|
| Assets/ (default contents) | < 1 MB | No |
| Library/ | 50-200 MB | Yes |
| Logs/ | < 1 MB | Yes |
| obj/ | < 1 MB | Yes |
| Packages/ | < 1 MB | No (manifest only; packages cache in Library) |
| ProjectSettings/ | < 1 MB | No |
| Temp/ | < 50 MB | Yes |
| UserSettings/ | < 1 MB | Yes |
| Typical total | ~100-250 MB | mostly regenerable |
The footprint grows substantially after the Unturned project package is imported in the next article. Plan for 1-2 gigabytes per project once the package is in place, and more as you add custom assets.
Decision flowchart
A second decision tree: where to place the project
A separate decision tree applies to project placement. The 57 Studios pipeline recommends a deliberate parent-folder structure for Unturned projects, and the diagram below shows the placement decision tree the pipeline applies.
Advanced considerations
For modders who plan to maintain many mods over time, consider creating a parent folder structure that reflects your business identity. A 57 Studios author might use the following layout.
D:\UnturnedMods\
├── 57Studios\
│ ├── WeaponPacks\
│ │ └── BlazetailRifleSet\
│ └── Maps\
│ └── StormhavenIsland\
└── ClientWork\
└── HorizonLifeRP\
└── HorizonVehiclePack\This separation keeps your own products distinct from work you do for other servers or studios.
Did you know?
The Library folder can grow to multiple gigabytes for a single project as you import assets. This folder is regenerable from the Assets folder, so it should be excluded from any version control system or backup target.
Critical warning
Never copy a Unity project folder while the Editor is open. Copying mid-write produces a corrupt copy. Always close the Editor before copying, archiving, or moving the project folder.
Version control considerations
If you plan to put your project under version control (Git, Perforce, or another system), exclude the following folders from version control.
| Folder | Why excluded |
|---|---|
| Library/ | Regenerable cache; varies per machine |
| Temp/ | Scratch space; never relevant outside a running editor |
| obj/ | Build intermediates; not relevant to project state |
| Logs/ | Per-machine diagnostic logs |
| UserSettings/ | Per-user editor preferences |
Include the following folders.
| Folder | Why included |
|---|---|
| Assets/ | The actual work |
| Packages/ | The package manifest; needed to reproduce the project's package set |
| ProjectSettings/ | The per-project Editor configuration |
A standard .gitignore template for Unity projects is published by GitHub and works well for Unturned mod projects with no modification.
Backup strategy
A robust backup strategy for Unturned mod projects has three layers.
- Local snapshots. Use the file-based snapshot pattern (rename versions with
_v1,_v2, etc.) for incremental in-place backups during active work. - External drive backup. Once per week, close the Editor and copy the entire project folder to an external drive. Exclude Library, Temp, obj, Logs, and UserSettings from the copy to save space and time.
- Off-site backup. Once per month, push the same exclude-Library copy to an off-site location (encrypted cloud storage or a different physical site). Off-site backup protects against fire, theft, and ransomware.
The combination of the three layers gives you fast in-session recovery (local snapshots), fast machine-failure recovery (external drive), and disaster recovery (off-site).
FAQ
Q: I selected the wrong template. Can I switch to Built-In Render Pipeline after creating the project?
It is technically possible by editing graphics settings and removing URP or HDRP packages, but the process is error-prone. Closing the project, deleting the folder, and creating a fresh project with the correct template is faster and safer.
Q: Can I rename the project folder later?
Yes. Close the Editor, rename the folder in File Explorer, then reopen the project from Unity Hub. The Hub may prompt you to locate the moved project; point it to the new location.
Q: My project location is on an external drive. Will that cause problems?
External drives work, but disconnect events while the Editor is open can corrupt the Library folder. Use a reliable connection and avoid disconnecting the drive mid-session.
Q: Why does Unity create so many files for an empty project?
The Library folder caches imported asset data, the Packages folder holds package manifests, and the ProjectSettings folder holds Unity-wide configuration. Each is necessary for the Editor to operate consistently across launches.
Q: How do I open a project later without going through New Project?
In the Hub, click the Projects tab. The project appears in the list once it has been opened once. Click the project entry to open it in the Editor.
Q: I created a project but it does not appear in the Hub. What happened?
The Hub adds projects to its list the first time they are opened. If you created the project through the Hub, it should already be in the list. If it is not, click the dropdown next to the "Open" button in the Projects tab, choose "Add project from disk," and point at the project folder.
Q: Can two modders share a single project on the same machine?
Two modders on the same machine should use two separate Windows user accounts and either share the project folder through a shared location or use a version control system to synchronize their work. Two modders editing the same project simultaneously in two Editor instances will produce file conflicts.
Q: My project name has a typo. Can I rename it?
Close the Editor, rename the project folder in File Explorer, and reopen from the Hub. The Hub will prompt you to locate the renamed folder. The Editor itself does not care what the folder is named; only the Hub's project list and your own organization care.
Q: How much disk space will my project consume over time?
A typical Unturned mod project grows to 1-5 gigabytes once the Unturned project package is imported and a moderate set of custom assets is added. Large maps with many textures can reach 10-20 gigabytes. The Library folder dominates the footprint; the Assets folder is typically smaller than Library by a factor of 2 to 5.
Q: I cannot find the "3D (Built-In Render Pipeline)" template. Where is it?
Some older Editor versions label the template as simply "3D." The "Built-In Render Pipeline" qualifier was added when URP and HDRP became prominent. If you see only a "3D" template and no URP or HDRP options, the "3D" template is the Built-In Render Pipeline.
Best practices
- Pick a parent folder for Unturned projects once and reuse it.
- Use safe characters in project names; avoid spaces and special characters.
- Never place a project inside a cloud-sync folder that syncs during work.
- Close the Editor before backing up, copying, or moving a project folder.
- Exclude the Library, Logs, Temp, and obj folders from version control and backups.
- Choose a parent folder structure that reflects your business identity (57 Studios vs client work).
- Verify a healthy initial state after creation before importing the Unturned project package.
- Document your project name and location in your project's README or notes file.
Appendix A: The Unity Editor on first launch of a new project
The first time the Editor opens a freshly created project, it runs through a sequence of initialization steps documented in the diagram below.
The sequence takes 30 seconds to 3 minutes on typical hardware. On slow storage or with a large template (URP and HDRP templates take longer than Built-In), the sequence can take longer. The Built-In template is the fastest to initialize.
Appendix B: The Assets folder convention
The Assets folder is the only folder that the Editor's Project window displays. Anything inside Assets is browsable through the Editor. Anything outside Assets is invisible to the Editor.
The 57 Studios pipeline applies a consistent convention to organize the Assets folder.
| Subfolder | Purpose |
|---|---|
Assets/SDG/ | The Unturned project package imported in the next article |
Assets/Mods/ | Your custom mod content, organized by mod |
Assets/Mods/<ModName>/ | One subfolder per mod |
Assets/Mods/<ModName>/Models/ | 3D models for the mod |
Assets/Mods/<ModName>/Textures/ | Textures for the mod |
Assets/Mods/<ModName>/Materials/ | Materials for the mod |
Assets/Mods/<ModName>/Sounds/ | Sounds for the mod |
Assets/Mods/<ModName>/Prefabs/ | Prefabs for the mod |
Assets/Scenes/ | Scenes (default contents) |
The convention is not enforced by the Editor or by the Unturned project package; it is a 57 Studios convention that simplifies maintenance, search, and version control. Modders are free to adopt their own conventions, but the convention above is documented and recommended.
Why a consistent Assets layout matters
A consistent layout makes it easier to find an asset, easier to refactor a mod across many files, and easier to onboard a collaborator into your project. It also reduces the chance of accidentally moving or deleting an SDG file because the SDG folder sits in a dedicated location that you know to leave alone.
Best practice
Decide on a convention for your Assets folder before you start authoring content, and apply it consistently. Reorganizing later is possible but tedious, and missed references during a reorganization can produce missing-asset bugs.
Appendix C: The Packages folder and the Unity Package Manager
The Packages folder holds the project's Unity Package Manager dependencies. The Package Manager is Unity's mechanism for distributing reusable libraries and tools. For Unturned mod authoring, you typically use only the packages that come with the Built-In Render Pipeline template; you do not add new packages.
The Packages folder contains two files.
| File | Purpose |
|---|---|
manifest.json | Lists the package versions the project depends on |
packages-lock.json | Caches the resolved package set; auto-generated |
You will rarely edit manifest.json directly. If you do, do so with the Editor closed and back up the file first.
Common mistake
Adding new packages to a project that will host Unturned mod content can introduce conflicts with the Unturned project package. The Unturned package was authored against a specific set of Unity packages, and adding others may cause compilation errors or unexpected behavior. Add new packages only when you have a specific reason and you have validated the change does not break the Unturned authoring environment.
Appendix D: The ProjectSettings folder
The ProjectSettings folder holds per-project Editor configuration in a series of .asset files. The most important files are listed below.
| File | Purpose |
|---|---|
ProjectVersion.txt | Records the Editor version that created or last opened the project |
EditorBuildSettings.asset | The list of scenes included in builds |
GraphicsSettings.asset | Graphics options (render pipeline, default shader, color space) |
QualitySettings.asset | Per-platform quality levels |
InputManager.asset | Legacy input axes configuration |
TimeManager.asset | Time-related settings (fixed timestep, time scale) |
PhysicsManager.asset | Physics layer collision matrix and physics parameters |
TagManager.asset | Tags and layers |
AudioManager.asset | Audio system configuration |
For Unturned mod authoring, the default settings produced by the Built-In Render Pipeline template are appropriate. You should rarely edit ProjectSettings files manually; the Editor exposes most of them through Edit > Project Settings.
ProjectVersion.txt
The ProjectVersion.txt file records the Editor version that created the project. The Hub uses this file to suggest which Editor version to open the project with. If you delete the file or edit it incorrectly, the Hub may prompt you to choose an editor version on next open. Restoring the file (or letting the Editor regenerate it on next open) resolves the issue.
Pro tip
The ProjectVersion.txt file is the canonical record of which Editor version the project belongs to. If you maintain many projects across many Editor versions, you can grep the ProjectVersion.txt files across the parent folder to inventory your projects by Editor version.
Appendix E: A timeline view of new project creation
For readers who learn well from a timeline, the diagram below maps the entire new project flow from first click in the Hub to a healthy idle state.
Appendix F: A summary of the article
This article walked through every step of creating a new Unity project for Unturned mod authoring with the 57 Studios pipeline. The high-level flow is:
- Open the Hub and click the Projects tab.
- Click New project.
- Select the correct Editor version.
- Choose the 3D (Built-In Render Pipeline) template.
- Name the project using safe characters.
- Choose a project location on a local drive that is not cloud-synced.
- Click Create project and wait for the Editor to open.
- Verify a healthy initial state.
The next article in the section walks through importing the Unturned project package into your fresh project.
Appendix G: Cohort observations on first-time project creation
Across the 57 Studios pipeline, the project creation step is straightforward for most modders. The first-attempt success rate is high, and the most common issues trace to a small set of documented causes.
| Cause | Frequency in cohort | Resolution |
|---|---|---|
| Wrong template selected (URP or HDRP instead of Built-In) | About one quarter of failures | Delete the project and recreate with Built-In |
| Project placed in a cloud-synced folder | About one quarter of failures | Move the project to a non-synced location |
| Project name with spaces or special characters | About one fifth of failures | Rename the project folder |
| Wrong Editor version selected from the dropdown | About one sixth of failures | Open the project with the correct Editor version |
| Disk space ran out during initial Library generation | Remainder | Free disk space and reopen the project |
The wrong-template failure is the most expensive of the five because it does not surface until you try to render an asset that exhibits pipeline-mismatch behavior, often well into authoring. The recommendation to verify the template selection in Step 3 exists specifically to prevent this failure.
Appendix H: Long-form rationale for the file-based snapshot pattern
Across the 57 Studios pipeline, modders use a file-based snapshot pattern to maintain incremental backups of their projects during active work. The pattern is documented in the broader 57 Studios conventions and is briefly summarized here as it applies to Unity projects.
The pattern is simple: when you reach a meaningful milestone (a feature working, a bug fixed, a release-ready state), close the Editor and copy the project folder to a sibling folder with a _vN suffix. The original folder remains the working folder; the _vN folder is the snapshot.
| Snapshot trigger | Example |
|---|---|
| Feature completed and tested | BlazetailRifleSet_v3 after the third feature ships |
| Before a risky architecture change | BlazetailRifleSet_v3.5 before refactoring the prefab hierarchy |
| Before a Unity version migration | BlazetailRifleSet_v3.6 before moving to a new Editor version |
| Before publishing a release | BlazetailRifleSet_v4_release for the published version |
The pattern requires closing the Editor before each snapshot. Snapshots taken while the Editor is running risk catching files mid-write and produce corrupt copies.
Why not use a real version control system?
A real version control system (Git, Perforce, or another) is a stronger backup mechanism than file snapshots. The 57 Studios pipeline supports either approach. Modders who are comfortable with Git use Git; modders who prefer the simpler file-snapshot approach use snapshots. Either works for Unturned mod authoring.
The file-snapshot approach has two advantages over Git for solo modders: it requires no setup beyond a folder-copy, and it does not require a remote repository. Its disadvantages are that it consumes more disk space and does not track per-file history.
Best practice
Whichever approach you choose, be consistent. Mixing snapshots and version control without a clear convention produces a confusing project history that is hard to navigate later.
Appendix I: A second image and a tour of the default scene
The default scene that Unity creates inside a new project from the Built-In Render Pipeline template is named SampleScene and lives at Assets/Scenes/SampleScene.unity. The scene contains two GameObjects: a Main Camera and a Directional Light.

The Main Camera is positioned at world coordinates (0, 1, -10) looking down the positive Z axis. The Directional Light is positioned at (0, 3, 0) with a rotation that produces a soft light from above. The scene has no GameObjects beyond these two, and no terrain or skybox configured beyond the default Unity skybox.
For Unturned mod authoring, the default scene is a placeholder. You will rarely build content directly in SampleScene. The Unturned project package provides example scenes that demonstrate proper authoring patterns, and you will create your own scenes inside your Mods/<ModName>/ folders for organization.
Pro tip
Leave the default SampleScene in place. Removing it can confuse the Editor's startup logic in some Unity versions. Treat it as a harmless default that does not need to be deleted; create your own scenes alongside.
Appendix J: A note on the Editor's Project window
The Editor's Project window is the main browser for the Assets and Packages folders. It shows the same folders that File Explorer shows, but with Unity-specific filtering and metadata.
Two common confusions for new users:
- Hidden folders. The Project window hides files and folders that start with a dot or a tilde, and it hides the
Library,Logs,Temp,obj,UserSettings, andProjectSettingsfolders. To browse those folders, use File Explorer. - The
.metasidecar files. Every asset in the Assets folder has a sibling.metafile that stores Unity-specific metadata (import settings, GUID, file ID). The.metafiles are hidden in the Project window but visible in File Explorer. Do not delete.metafiles manually; Unity manages them.
Common mistake
Manually deleting a .meta file in File Explorer causes Unity to regenerate it with a new GUID, which breaks every reference to the asset from other assets. Always perform asset deletes and moves through the Editor's Project window, which keeps .meta files synchronized.
Appendix K: Closing and reopening the project
To close the project, close the Editor window. The Editor saves changes on a configurable cadence; before closing, save any pending changes through File > Save or Ctrl+S. Closing the Editor does not lose any saved work.
To reopen the project, return to the Hub, navigate to the Projects tab, and click the project entry. The Hub launches the Editor with the project pre-selected. The Editor reads the project's ProjectVersion.txt file and confirms it can open the project with an installed Editor version.
If the Hub does not show the project in the Projects tab, click the dropdown next to the Open button and choose "Add project from disk." Navigate to the project folder and click Open. The Hub adds the project to the list.
Appendix L: A glossary of project-creation terminology
The terms below appear throughout this article and are worth defining once.
| Term | Definition |
|---|---|
| Project | A folder on disk that holds the assets, scripts, and settings for one Unity body of work |
| Template | A starting configuration for a new project (selects packages, render pipeline, default scene) |
| Render pipeline | The chunk of engine code that draws frames to the screen |
| Built-In Render Pipeline | Unity's original rendering path; the path Unturned uses |
| URP | Universal Render Pipeline; an alternative path; not compatible with Unturned |
| HDRP | High Definition Render Pipeline; an alternative path; not compatible with Unturned |
| Library | The per-project cache the editor generates from the Assets folder |
| Assets folder | The folder that holds every asset the editor manages |
| Packages folder | The folder that holds the Unity Package Manager dependencies for the project |
| ProjectSettings folder | The folder that holds per-project Editor configuration |
| Scene | A single arrangement of GameObjects, stored as a .unity file |
| GameObject | The fundamental Unity unit of an in-scene entity (e.g., the Main Camera) |
| Prefab | A reusable GameObject template stored as a .prefab file in the Assets folder |
| Inspector | The Editor pane that shows the properties of the currently selected object |
| Hierarchy | The Editor pane that shows the GameObjects in the current scene |
The glossary is reproduced and expanded in later articles in the section as new terms become relevant.
Appendix M: The relationship between project, package, and bundle
The three nested concepts of project, package, and bundle are easy to confuse. The table below clarifies how they relate.
| Concept | What it is | Where it lives | How it is used |
|---|---|---|---|
| Project | The Unity workspace on disk | Anywhere you place it (e.g., D:\UnturnedMods\BlazetailRifleSet\) | The Editor opens it; you author content inside it |
| Package | A .unitypackage file containing reusable assets | Anywhere the package author distributes it | Imported into a project through Assets > Import Package |
| Bundle | A compiled binary that packs assets together | The project's BuildOutput folder | Compiled by the Master Bundle Tool; loaded by Unturned |
You will work with all three. The project is the largest scope (everything you do as a modder lives inside one or more projects). The package is the unit of distribution for reusable content (Smartly Dressed Games distributes the Unturned project package as one). The bundle is the unit of distribution for finished mod content (you publish bundles to Tebex or directly to players).
The next article in the section covers the package step. The Master Bundle Tool article at the end of the section covers the bundle step.
Appendix N: Best practices for naming many projects
Modders who maintain many Unturned projects benefit from a consistent naming convention. The convention below is the one the 57 Studios pipeline applies internally.
| Convention | Example | Rationale |
|---|---|---|
| PascalCase | BlazetailRifleSet | Reads cleanly without separators |
| Author or brand prefix | 57S_BlazetailRifleSet | Disambiguates against client work |
| Category suffix | BlazetailRifleSet_Weapons | Helps when sorted alphabetically |
| Date stamp for one-off projects | 2026Q1_HorizonTuning | Records when a project was relevant |
| No version number in folder name | BlazetailRifleSet not BlazetailRifleSet_v3 | Version belongs to snapshots, not the working folder |
Pick one element of the convention or all of them. The principle is internal consistency: every project in your UnturnedMods parent folder should follow the same convention so a glance at the folder list reveals what each entry is.
Appendix O: A final reminder on the importance of the template choice
The single most important decision in this article is the template choice in Step 3. Choosing "3D (Built-In Render Pipeline)" is the right choice for every Unturned mod project. Choosing URP or HDRP produces a project that cannot render Unturned-compatible content correctly.
Every other decision in this article is recoverable through a quick rename, a quick move, or a fresh project creation. A wrong template is also recoverable, but it costs an entire project creation cycle and may not surface until you try to render an asset for the first time and see magenta missing-shader squares.
Critical warning
Verify the template choice before clicking Create project. Once a project is created with the wrong template, the recommended recovery is to delete the project and create a new one with the right template; in-place pipeline switching is technically possible but error-prone and is not supported as a first-class workflow by the 57 Studios pipeline.
Appendix P: Reading the title bar of the Editor
The Editor's title bar communicates a lot of information that is worth knowing how to read. The format is approximately:
<ProjectName> - <SceneName> - PC, Mac & Linux Standalone - <EditorVersion> <Personal|Plus|Pro> <DX11|DX12|OpenGL|Vulkan|Metal>For a typical Unturned mod project the title bar might read:
BlazetailRifleSet - SampleScene - PC, Mac & Linux Standalone - Unity 2021.3.29f1 Personal <DX11>The elements:
- ProjectName is the project folder name.
- SceneName is the currently open scene.
- PC, Mac & Linux Standalone is the build target (set through File > Build Settings).
- EditorVersion is the version string.
- Personal | Plus | Pro indicates the license tier.
- DX11 | DX12 | OpenGL | Vulkan | Metal indicates the graphics API the editor is rendering with.
Confirming the title bar matches what you expect is a quick sanity check whenever the Editor's behavior is in question.
Appendix Q: A short note on the Editor's startup performance
The first time the Editor opens a project, it imports every asset in the Assets folder, compiles every script, and generates the Library cache. For a freshly created project with only the default scene, this work is fast (under a minute on typical hardware). For a project with the Unturned project package imported (covered in the next article), the work takes longer (several minutes) because the package introduces hundreds of assets that all need to be imported once.
Subsequent opens of the same project are much faster. The Library cache makes the second-and-later opens take seconds rather than minutes. The Library cache is regenerable: if you ever need to force a clean reimport, close the Editor, delete the Library folder, and reopen the project. The Editor regenerates the cache from scratch, which is slow but produces a known-clean state.
Pro tip
Regenerating the Library cache is a useful diagnostic step when the Editor behaves oddly. If a previously working project starts producing missing-asset errors or other unexplained behavior, close the Editor, delete the Library folder, and reopen. The reimport often resolves the issue.
Appendix R: A cohort note on solo versus team projects
Most Unturned mod projects are solo efforts. A single modder creates the project, authors the content, and publishes the bundle. The article above is written with the solo case in mind.
For team projects (multiple modders collaborating on a single project), the additional considerations are:
- Use a version control system (Git is the most common choice) to coordinate changes.
- Exclude the regenerable folders (Library, Temp, obj, Logs, UserSettings) from version control.
- Agree on the Assets folder convention before authoring begins.
- Use feature branches and pull requests for changes that touch shared assets.
- Communicate about large binary changes (textures, models, sounds) because Git handles them less gracefully than text files.
The 57 Studios pipeline supports both solo and team workflows. Team workflows are a topic in their own right and are covered in the Collaboration section of the broader knowledge base.
Next steps
With a fresh Unity project created and verified, the next step is to import the Unturned project package that Smartly Dressed Games ships. Continue to How to Import the Unturned Project Package.
