Best Practices
Use Asset References as a stable project vocabulary, not only as a shortcut for object fields.
Name IDs by purpose
Section titled “Name IDs by purpose”Prefer IDs that describe how an asset is used:
audio-music-battle-themeaudio-hit-impactprefab-boss-enemysprite-ui-key-iconmaterial-slimescene-dungeon-entryKeep IDs lowercase, readable, and stable. Avoid temporary filenames that are likely to change.
Separate categories and tags
Section titled “Separate categories and tags”Use Category for broad grouping and Tags for workflow-specific filters.
| Field | Example values |
|---|---|
| Category | audio, ui, prefabs, materials, scenes |
| Tags | combat, menu, example, streamed, boss |
Tags can also become Addressables labels for Streamed entries.
Start with Direct mode
Section titled “Start with Direct mode”Use Direct references unless an asset needs streaming. Direct mode is the simpler, synchronous path and is suited to always-needed content.
Stream intentionally
Section titled “Stream intentionally”Choose Streamed mode for large optional assets, scene-specific content, or assets that need to be loaded and released around gameplay. Select preload and release policies deliberately, then test failed loads, scene transitions, repeated requests, and cleanup.
Preserve disabled entries when useful
Section titled “Preserve disabled entries when useful”Disable an entry when runtime access should stop temporarily but metadata, usages, and naming history still matter. Remove it only when the ID should no longer exist.
Keep scene instances elsewhere
Section titled “Keep scene instances elsewhere”Use Asset References for project assets and prefabs. Use Game Creator Alias for scene object IDs.
Validate after content changes
Section titled “Validate after content changes”Run validation after asset moves, bulk generation, Addressables changes, package imports, large renames, and before release builds.


