# This .gitignore file should be placed at the root of your Unity project directory # # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore # /[Ll]ibrary/ /[Tt]emp/ /[Oo]bj/ /[Bb]uild/ /[Bb]uilds/ /[Ll]ogs/ /[Uu]ser[Ss]ettings/ # MemoryCaptures can get excessive in size. # They also could contain extremely sensitive data /[Mm]emoryCaptures/ # Recordings can get excessive in size /[Rr]ecordings/ # Uncomment this line if you wish to ignore the asset store tools plugin # /[Aa]ssets/AssetStoreTools* # Autogenerated Jetbrains Rider plugin /[Aa]ssets/Plugins/Editor/JetBrains* # Visual Studio cache directory .vs/ # Gradle cache directory .gradle/ # Autogenerated VS/MD/Consulo solution and project files ExportedObj/ .consulo/ *.csproj *.unityproj *.sln *.suo *.tmp *.user *.userprefs *.pidb *.booproj *.svd *.pdb *.mdb *.opendb *.VC.db # Unity3D generated meta files *.pidb.meta *.pdb.meta *.mdb.meta # Unity3D generated file on crash reports sysinfo.txt # Builds *.apk *.aab *.unitypackage *.app # Crashlytics generated file crashlytics-build.properties # Packed Addressables /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* # Temporary auto-generated Android Assets /[Aa]ssets/[Ss]treamingAssets/aa.meta /[Aa]ssets/[Ss]treamingAssets/aa/* # Never ignore DLLs in the FMOD subfolder. !/[Aa]ssets/Plugins/FMOD/**/lib/* # Don't ignore images and gizmos used by FMOD in the Unity Editor. !/[Aa]ssets/Gizmos/FMOD/* !/[Aa]ssets/Editor Default Resources/FMOD/* # Ignore the Cache folder since it is updated locally. /[Aa]ssets/Plugins/FMOD/Cache/* # Ignore the main FMOD Studio Cache (optional) /[Aa]ssets/FMODStudioCache.asset /[Aa]ssets/FMODStudioCache.asset.meta # Ignore bank files in the StreamingAssets folder. /[Aa]ssets/StreamingAssets/**/*.bank /[Aa]ssets/StreamingAssets/**/*.bank.meta # If the source bank files are kept outside of the StreamingAssets folder then these can be ignored. # Log files can be ignored. fmod_editor.log fmod.log # Ignore the 'lib' folders of the individual platform files to save on space. # These don't need to be in version control as they can be easily regenerated per-project. # DO NOTE THAT IF A CI/DI PIPELINE IS USED, THE 'LIB' FOLDERS CANNOT BE IGNORED. # /[Aa]ssets/Plugins/FMOD/platforms/android/lib/ # /[Aa]ssets/Plugins/FMOD/platforms/html5/lib/ # /[Aa]ssets/Plugins/FMOD/platforms/ios/lib/ # /[Aa]ssets/Plugins/FMOD/platforms/linux/lib/ # /[Aa]ssets/Plugins/FMOD/platforms/mac/lib/ # /[Aa]ssets/Plugins/FMOD/platforms/tvos/lib/ # /[Aa]ssets/Plugins/FMOD/platforms/uwp/lib/ # /[Aa]ssets/Plugins/FMOD/platforms/visionos/lib/ # /[Aa]ssets/Plugins/FMOD/platforms/win/lib/ # Ingore the .meta file for the license. (Sadly, Unity doesn't like this.) # [Li][Ii][Cc][Ee][Nn][Ss][Ee].meta # LICENSE.meta