---
sidebar_position: 1
---
# Default Asset Structure
---
## 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