Finding the perfect music to go with your game isn’t easy, but you don’t have to make it from scratch. GameObject prefab = loadAsync.Sound design is an important component to create an immersive and emotionally-charged game experience. ResourceRequest loadAsync = Resources.LoadAsync("shipPrefab", typeof(GameObject)) ĭebug.Log("Load Progress: " + loadAsync.progress) GameObject object1 = Instantiate(loadedObj) as GameObject įor example, if you have a shoot.mp3 file which is in a sub-folder called " Sound" that is placed in the Resources folder, you use the forward slash: AudioClip audio = Resources.Load("Sound/shoot", typeof(AudioClip)) as AudioClip Īsynchronous Loading: IEnumerator loadFromResourcesFolder() Mesh loadedMesh = meshFilter.sharedMesh MeshFilter meshFilter = loadedObj.GetComponent() Mesh loadedMesh = modelFromGameObject.sharedMesh //Or shģD Model (as GameObject) GameObject loadedObj = Resources.Load("yourGameObject") as GameObject GameObject Prefab: GameObject prefab = Resources.Load("shipPrefab", typeof(GameObject)) as GameObject ģD Mesh (such as FBX files) Mesh model = Resources.Load("yourModelFileName", typeof(Mesh)) as Mesh ģD Mesh (from GameObject Prefab) MeshFilter modelFromGameObject = Resources.Load("yourGameObject", typeof(MeshFilter)) as MeshFilter Video files (Unity >= 5.6): VideoClip video = Resources.Load("videoFile", typeof(VideoClip)) as VideoClip
Sprite sprite = Resources.LoadAll("spriteFile") as Sprite Sprite sprite = Resources.Load("spriteFile", typeof(Sprite)) as Sprite
Image with Texture Type set to Sprite (2D and UI) and Image files: Texture2D texture = Resources.Load("textureFile", typeof(Texture2D)) as Texture2D Sound files: AudioClip audio = Resources.Load("soundFile", typeof(AudioClip)) as AudioClip Text files: TextAsset txtAsset = (TextAsset)Resources.Load("textfile", typeof(TextAsset)) mp3 in the path parameter.ģ.Use forward slashes instead of back slashes when you have another folder inside the Resources folder. You must use Resources.Load.ġ.The path is relative to any Resources folder inside the Assets folder of your project.Ģ.Do not include the file extension names such as. You can't read the Resources directory with the StreamReader or the File class. However, again, it's not loading anything when running through the HoloLens. The string 'str' is valid it works absolutely fine with Unity. I am wondering if I am doing something wrong or if there was a special way to deal with such resources.Īlso with image and sound files. None of the resources show up and when examining the HoloLens Visual Studio solution (created by selecting build in Unity), I don't even see a resources or assets folder.
#Unity assets folder code
However, when building the program for HoloLens deployment, I am able to run the code but it doesn't work. Using (StreamReader sr = new StreamReader(new FileStream(basePath + metadataPath, FileMode.Open))) If (File.Exists(basePath + metadataPath)) If metadata exists, set title and introduction strings. I have the files stored in Unity's 'Resources' folder and have them working perfectly fine (when run via Unity): string basePath = Application.dataPath I have am developing a HoloLens project that needs to reference.