> ## Documentation Index
> Fetch the complete documentation index at: https://docs-vrsebuilder.autovrse.app/llms.txt
> Use this file to discover all available pages before exploring further.

# Naming Conventions

> Standards for naming your assets and files

## 1. Naming Rules for Assets

Consistent naming conventions make it easier to find and manage assets. Below are the guidelines for naming different asset types.

### 2.1 General Naming Format

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`[AssetName]_[SubName]_[Version]_[Suffix]`

* **AssetName**: Primary name of the asset.
* **SubName**: Specifies variations or sub-components (if applicable).
* **Version**: Numeric versioning (e.g., 02,03,) For Version 1 no need to Specify 01.
* **Suffix**: For textures, indicates the type of map (e.g., \_AL, \_N).

### 2.2 FBX Files (3D Models)

* **Format**: `[MeshName]_[SubName]_[Version].fbx`
* **Example 1**: `CCR_Office_01.fbx`
* **Example 2**: `Truck_Wheel_01.fbx` (SubMeshes of truck)

*Explanation*:

* **MeshName**: The name of the primary mesh (e.g., Truck, Office).
* **SubName**: Additional descriptor if needed (e.g., Wheel).
* **Version**: Use two-digit numbering (e.g., 01).

### 2.3 Texture Files

* **Format**: `[TextureName]_[SubName]_[Version]_[Suffix].png`
* **Suffix Guide**:
  * `_AL`: Albedo
  * `_N`: Normal Map
  * `_M`: Metallic
  * `_R`: Roughness
  * `_AO`: Ambient Occlusion
  * `_E`: Emission
  * `_MS`: Metallic Smoothness
* **Example 1**: `Truck_Interior_01_AL.png` (Albedo map)
* **Example 2**: `Truck_Interior_01_E.png` (Emission map)
* **Example 3**: `Truck_Interior_01_MS.png` (Metallic Smoothness map)

*Explanation*:

* **TextureName**: Corresponds to the asset it is associated with.
* **SubName**: Specific part or variant (e.g., Interior).
* **Version**: Numeric versioning.
* **Suffix**: Indicates the type of texture map.

### 2.4 Material Files

* **Format**: `[MaterialName]_[SubName]_[Version].mat`
* **Example**: `Truck_Interior_01.mat`

*Explanation*:

* **MaterialName**: Typically matches the asset or texture name.
* **SubName**: Specifies variations if necessary.
* **Version**: Numeric version (e.g., 01).

### 2.6 Version Numbering

* Use two-digit numbering for versions (e.g., 02, 03).
* Increment the version number when significant changes are made.
* If the Assets are duplicates, then use Beam01, Beam02 (Not Beam\_01)
* This helps in tracking iterations and updates of assets.

## 3. Asset Labeling System

To enhance asset organization within Unity, a labeling system categorizes assets based on specific attributes.

### 3.1 Label Structure Overview

Major Categories

* Note If You want to Add More / Custom tags or Something Not listed below you can make your Own

1. Industry
2. Environment
3. Asset Type
4. Module Type (Project)
5. Project (Project Modules)
6. Technical / Custom Labels

**The below categories gives you an Idea & checklist to add Labels to your Assets**

| Asset              | Industry     | Environment | Asset Type     | Module Type          | Project | Technical Tags |
| ------------------ | ------------ | ----------- | -------------- | -------------------- | ------- | -------------- |
| Anesthesia Machine | Medical      | Interior    | Equipment      | Medical Support      | MS001   | Interactive    |
| Bridge             | Construction | Exterior    | Infrastructure | Construction Support | CS001   | LOD            |

## 4. Best Practices

### 4.1 Folder Creation

* Create folders only when adding new assets.
* Maintain the existing hierarchy to ensure consistency.
* Avoid unnecessary nesting of folders.

### 4.2 Asset Naming

* Use underscores `_` to separate elements in the name.
* Keep names concise yet descriptive.
* Ensure that the asset name, sub-name, and version accurately reflect the asset.

### 4.3 Version Control

* Increment version numbers responsibly.
* For minor changes or tweaks, you may use subversions (e.g., 02a, 02b) if necessary.
* Major updates should increment the main version number (e.g., from 02to 03).

### 4.4 Asset Updates and Modifications

* When updating assets, ensure compatibility with existing scenes.
* Communicate significant changes to the team.
* Keep old versions as backups until the new version is fully integrated.

***

## 5. Examples

### 5.1 Folder Structure Example

3D\_Repo/\
├── Automotive/\
│   ├── Truck/\
│   │   └── TruckWheel/\
│   │       │   └── Truck\_Wheel\_01.fbx\
│   │       │   ├── Truck\_Wheel\_01\_AL.png\
│   │       │   ├── Truck\_Wheel\_01\_N.png\
│   │       │   └── Truck\_Wheel\_01\_MS.png\
│   │       │   └── Truck\_Wheel\_01.mat

### 5.2 Asset Naming Examples

* **FBX File**: `CCR_Office_01.fbx`
* **Texture Files**:
  * `CCR_Office_01_AL.png` (Albedo)
  * `CCR_Office_01_N.png` (Normal Map)
* **Material File**: `CCR_Office_01.mat`

## 6. FAQs

**Q1:** *How should I name a texture for a new asset version?*\
**A:** Follow the naming format with the updated version number. For example, `NewAsset_02_AL.png`.
