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---
# Default Asset Structure
+---
-> To be added
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+## Overview
+
+| | Core Asset | Game Asset |
+| :--: | :---------- | :---------- |
+|
 | - Contains all the necessary game modules.
- Reviewing the [Add submodules](../setup-the-project/add-submodules) for details. | - Contains all the necessary game assets.
- Reviewing the [Create Game Folder Structure](../setup-the-project/create-game-folder-structure) for details. |
+
+## Asset Folder Structure
+
+### Asset Loading Manager
+
+#### Preloads Asset
+
+Refers to the process of loading necessary game resources (such as images, audio, animations, prefabs, etc.) into memory before they are needed in the game.
+
+❓ Why Preload Asset?
+
+🔹Reduce runtime lag: Prevents the game from stuttering or freezing when assets are loaded on demand.
+🔹Improve user experience: Ensures smooth transitions between scenes or when many resources are needed quickly.
+🔹Better memory management: Allows you to control exactly when and what to load into memory.
+
+#### Postloads Asset
+
+Refers to the process of loading resources after the game or a scene has already started running. This is often used to optimize initial loading time and to progressively load non-critical assets in the background.
+
+❓ Why Use Postloads Asset?
+
+🔹Faster initial loading: Only essential assets are preloaded; the rest can be loaded later.
+🔹Better performance on low-end devices: Distributes memory usage more efficiently.
+🔹Allows dynamic content loading: You can load content only when it’s actually needed (e.g., when entering a specific area or level).
+
+**Example:** Assets used for background.
+
+🔹Preloads Asset contains static image with low capacity.
+🔹Postloads Asset contains animation with higher capactity.
+
+
+
+### Asset Platform Manager
+#### 💻 Desktop Asset
+
+Refer to visual, audio, or data resources that are specifically designed to take advantage of the performance, resolution, and user interaction available on desktop computers and laptops.
+
+🔹High-resolution textures and sprites
+🔹Advanced visual effects (particles, lighting, shaders)
+🔹High-quality audio files (uncompressed or lightly compressed)
+🔹UI/UX elements optimized for mouse and keyboard
+🔹Assets that support large resolutions (Full HD, 2K, 4K)
+
+❓ Why use Desktop-Specific Assets?
+
+🔹Performance optimization: Desktops can handle larger and more detailed assets due to stronger hardware.
+🔹Enhanced experience: Larger screens and precise input devices allow for more complex and polished visuals.
+🔹Scalability: Developers can utilize advanced shaders, visual effects, or input schemes not suitable for other platforms.
+
+#### 📱Mobile Asset
+
+Refers to images, audio, and other data that are specifically designed or adjusted to meet the hardware limitations, screen sizes, and memory constraints of smartphones and tablets.
+
+🔹Smaller and optimized images (compressed textures).
+🔹UI/UX tailored for touch input and smaller screens.
+🔹Simplified effects with reduced use of heavy shaders.
+🔹On-demand asset loading to minimize memory usage.
+
+❓ Why Optimize Assets for Mobile?
+🔹Hardware limitations: Mobile devices have less RAM and GPU power compared to desktops → assets must be lightweight.
+🔹Storage size constraints: Mobile apps are often limited in total install size.
+🔹Better performance & stability: Lighter assets improve game loading speed, reduce crashes, and enhance compatibility across different devices.
+
+**Example:** Assets used for background.
+
+ - Assets used for desktop have larger size and capacity than mobile.
+
+
+
+### Asset Feature Manager
+#### Main Game Asset
+#### Feature Game Asset
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