it is actually very simple. I have a service that is responsible for loading scenes, each scene is mapped with an id.
Regarding the names, we have run into issues where the names went overboard. There is a limit in windows to how long a file name can be. So we make sure not to pass it (add checks in git that dont let us commit such names). But for the most part it wasnt an issue.
Of Work
Unity
Thanks for the inspiring article! I have a question: if we are separating the scenes in each domain, it wouldn't be complicated to manage the scenes? For example, not forgetting to put all of the scenes in the Build Settings, and even load scenes from another domain?
Moreover, about the naming of the assets. It could reach to long names, isn't it? what do you do in terms of it? COMPANY_DOMAIN1_DOMAIN2......