I've watched GDC talks now and then for probably 10 years at this point. Most of them, at some point, remind the audience "use symbols not strings." Right, makes sense. String comparisons are expensive compared to a fixed length symbol that points to the string. Unless you need that string manipulation, you should work in symbols.
Ok but what is a symbol? Like I know it's a int value of sorts, but what are some ways to set them up? To manage them without excessive effort or files getting out of sync? It's strange that this is advice screamed from the rooftops but when I actually search some combination of "game dev <engine> string comparison symbol" I find nothing.
Is everyone just rolling their own solutions that are 99% similar? I can think of plenty of ways to achieve this through scripting the import of assets from my own custom text/csv files, but this seems to be a topic people find important enough to have formalized solutions.