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# Default Asset Structure
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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.
โ Why Preload Asset?
๐นReduce runtime lag: Prevents the game from stuttering or freezing when assets are loaded on demand.
๐นImprove user experience: Ensures smooth transitions between scenes or when many resources are needed quickly.
๐นBetter 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.
โ Why Use Postloads Asset?
๐นFaster initial loading: Only essential assets are preloaded; the rest can be loaded later.
๐นBetter performance on low-end devices: Distributes memory usage more efficiently.
๐นAllows dynamic content loading: You can load content only when itโs actually needed (e.g., when entering a specific area or level).
**Example:** Assets used for background.
๐นPreloads Asset contains static image with low capacity.
๐นPostloads Asset contains animation with higher capactity.

### Asset Platform Manager
#### ๐ป 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.
๐นHigh-resolution textures and sprites
๐นAdvanced visual effects (particles, lighting, shaders)
๐นHigh-quality audio files (uncompressed or lightly compressed)
๐นUI/UX elements optimized for mouse and keyboard
๐นAssets that support large resolutions (Full HD, 2K, 4K)
โ Why use Desktop-Specific Assets?
๐นPerformance optimization: Desktops can handle larger and more detailed assets due to stronger hardware.
๐นEnhanced experience: Larger screens and precise input devices allow for more complex and polished visuals.
๐นScalability: Developers can utilize advanced shaders, visual effects, or input schemes not suitable for other platforms.
#### ๐ฑMobile 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.
๐นSmaller and optimized images (compressed textures).
๐นUI/UX tailored for touch input and smaller screens.
๐นSimplified effects with reduced use of heavy shaders.
๐นOn-demand asset loading to minimize memory usage.
โ Why Optimize Assets for Mobile?
๐นHardware limitations: Mobile devices have less RAM and GPU power compared to desktops โ assets must be lightweight.
๐นStorage size constraints: Mobile apps are often limited in total install size.
๐นBetter 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.

#### Custom Scaler
##### Overview
This script generates custom scaling ratios for assets in a Cocos Creator project, particularly handling different scaling needs for desktop and mobile platforms.
##### Configuration Steps
###### Create the Script
- Name the script: `custom-scale-data`
- Location: `assets/game-assets/scripts/custom-scaler/`
###### Configure the Script
- Refer to the following image for a general setup example:

```js
// custom-scale-data.js
cc.CustomScaler.CustomScaleRatio["uuid0"] = 0.75;
cc.CustomScaler.CustomScaleRatio["uuid1"] = 0.7;
cc.CustomScaler.CustomScaleRatio["uuid2"] = 0.58;
```
##### Asset Scaling Rules
Assets in the project should be scaled according to their type and location:
| Asset Type | Asset Path Contains | Condition | Scale Ratio |
|-----------------|---------------------|-------------------------------------------|-------------|
| Font files | `fnt-` | - | 1.0 |
| Desktop assets | `desktop` | Inside `custom-scale` folder | 1.0 |
| Desktop assets | `desktop` | Outside `custom-scale` folder | 0.75 |
| Mobile assets | `mobile` | Inside `custom-scale` folder | 0.7 |
| Mobile assets | `mobile` | Outside `custom-scale` folder | 0.58 |
**Folder structure:**
```plaintext
assets/
โโโ fnt-arial.png (.jpg) # remains at 1.0
โโโ desktop/
โ โโโ sprite.png (.jpg) # scaled to 0.75
โ โโโ custom-scale/
โ โโโ sprite.png (.jpg) # remains at 1.0
โโโ mobile/
โโโ sprite.png (.jpg) # scaled to 0.58
โโโ custom-scale/
โโโ sprite.png (.jpg) # remains at 0.7
```
:::tip
Assets inside the `custom-scale` folder maintain their original quality, ensuring clear and sharp rendering.
:::
**Example:**

#### Prefabs
| Desktop Prefab | Mobile Prefab |
|:--------------:|:-------------:|
|  |  |
### Asset Features Manager
#### Main Game Asset
##### Overview
Main game assets are stored in the `main-game` folder, organized by platform and loading type:
```plaintext
assets/
โโโ game-assets/
โโโ Font/
| โโโmain-game
โโโ Sound/
| โโโmain-game
โโโ textures/
โโโ desktop/
โ โโโ preload/ # Load at startup
| | โโโmain-game
โ โโโ postload/ # Load later
| โโโmain-game
|
โโโ mobile/
โโโ preload/ # Load at startup
| โโโmain-game
โโโ postload/ # Load later
โโโmain-game
```
- `desktop` and `mobile`: Separate folders for each platform.
- `preload`: Needed right away.
- `postload`: Can load after startup.
- Everything is organized under `main-game`.
##### Platform-Specific Structures
| Sound Example | Font Example |
|:-------------:|:-----------:|
|  |  |
| Desktop Structure | Mobile Structure |
|:-----------------:|:---------------:|
|  |  |
:::tip
When a feature is activated, its assets are loaded directly, bypassing the main game asset folders.
:::
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#### Feature Game Asset
##### Overview
Feature game assets (e.g., free-game, pickup, bonus, gamble) are stored in a folder named after the feature, and organized by platform (`desktop`, `mobile`) and loading type (`preload`, `postload`).
**Folder structure:**
```plaintext
assets/
โโโ game-assets/
โโโ Font/
| โโโfree-game
โโโ Sound/
| โโโfree-game
โโโ textures/
โโโ desktop/
โ โโโ preload/ # Load at startup
| | โโโfree-game
โ โโโ postload/ # Load later
| โโโfree-game
|
โโโ mobile/
โโโ preload/ # Load at startup
| โโโfree-game
โโโ postload/ # Load later
โโโfree-game
```
##### Platform-Specific Structures
| Feature Game Example | Desktop Structure | Mobile Structure |
|:-----------:|:-----------------:|:---------------:|
|  |  |  |
---
#### Localized Assets
The `localizes/` folder contains assets tailored for different languages (e.g., ZH, TH, ID). This ensures that fonts and textures can be displayed appropriately for each supported locale.
##### Folder structure:
```plaintext
assets/
โโโ game-assets/
โโโ fonts/
โ โโโ localizes/ # Fonts for each language
โ โโโ preloads/ # Default fonts (usually English) loaded at startup
โโโ textures/
โโโ desktop/
โ โโโ localizes/ # Desktop textures for each language
โ โโโ postloads/ # Desktop textures loaded after startup (default: en)
โ โโโ preloads/ # Desktop textures loaded at startup (default: en)
โโโ mobile/
โโโ localizes/ # Mobile textures for each language
โโโ postloads/ # Mobile textures loaded after startup (default: en)
โโโ preloads/ # Mobile textures loaded at startup (default: en)
```
- Assets in `localizes/` are organized by language code (e.g., `zh`, `th`, `id`).
- Sprites in `preloads/` and `postloads/` use English (`en`) as the default language.

---
#### Meta JSON Merger (Cocos Creator Editor Extension)
##### Purpose
Merges multiple JSON metadata files from `library/imports/` into one consolidated file (`fullMetaData.json`) to streamline asset management and build optimization.

##### Features
- Recursively collects `.json` files (excluding `fullMetaData.json`)
- Filters out:
- `cc.SceneAsset`
- `cc.Prefab`
##### Example
- **Input**: `{Project}/library/imports/**/*.json`
- **Output**: `{Project}/library/imports/fullMetaData.json`
```json
{
"asset1.json": { /* metadata */ },
"asset2.json": { /* metadata */ }
}
```
---
#### Texture Compression Tool (Cocos Creator Extension)
##### Purpose
This editor extension manages texture compression settings for game assets to optimize performance and build size.

##### Compression Settings
| Description | Action Compress Texture |
|:----------- |:----------------------:|
| Compresses all textures in:
- `assets/Core`
- `assets/game` |  |
| Compresses all textures in:
- `assets/game` only |  |
| Removes all compression settings |  |
**Example:**
Compression settings for PNG and JPG formats:

##### Workflow
1. **Query** texture assets by UUID
2. **Apply** compression settings to their meta data
3. **Save** updated meta files
4. **Log** progress and handle errors in console
##### Benefits
* Reduces texture file sizes
* Speeds up builds and runtime loading
* Supports platform-specific formats
* Batch processing for efficiency
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#### Remove Packable Texture โ Cocos Creator Tool
##### Overview
This editor extension removes the `packable` flag from all texture assets in your project, preventing them from being packed into texture atlases.

##### Why Remove Packable
Removing the `packable` flag gives you:
- **Better memory management** โ load/unload textures individually
- **Prevents automatic atlas generation** โ useful for large or dynamic textures
###### Use Cases
- Large background images
- Special effects (particles, dynamic textures)
- Render textures
- Dynamically loaded assets
- High-res UI elements with custom compression needs
##### Query Texture
- Scans `db://assets/**/*` for all texture assets.
**Example:**
Compression settings for PNG and JPG formats:

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