path | ターゲットとなるフォルダーのパス名。空文字を指定した場合は、Resources フォルダーにあるすべてのアセットを読み込みます。 |
systemTypeInstance | Type 取得するアセットの型 |
パスを設定し、Resources フォルダーにあるアセットを読み込みます
Another example of the Resources
folder. In Resources
there are two files, fancyA
and fancyB
. Resources
also has Resources2
folder. This folder contains two files, fancyA2
and fancyB2
. Finally, Resources2
has a folder called Resources3
with a single file also called fancyB
. (This means the file in Resources3
has the same name as in Resources
.) The files in Resources
can be loaded as fancyA
and fancyB
with no need for the folder hierarchy Assets/Resources
. Also, the files in Resources2
can be loaded. Loading these require the folder directory so an example load will be Resources2/fancyB2
. Finally, loading from Resources3
will be Resources2/Resources3/fancyB
.
Returns the asset at path
if it can be found otherwise returns null.
Only objects of type
will be returned if this parameter is supplied.
The path
is relative to any Resources folder inside the Assets folder of your project, extensions must be omitted.
Note: All asset names and paths in Unity use forward slashes, paths using backslashes will not work.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { GameObject go = GameObject.CreatePrimitive(PrimitiveType.Plane); Renderer rend = go.GetComponent<Renderer>(); rend.material.mainTexture = Resources.Load("glass") as Texture; } }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { // Instantiates a prefab named "enemy" located in any Resources // folder in your project's Assets folder. GameObject instance = Instantiate(Resources.Load("enemy", typeof(GameObject))) as GameObject; } }
path | ターゲットとなるフォルダーのパス名。空文字を指定した場合は、Resources フォルダーにあるすべてのアセットを読み込みます。 |
パスを設定し、Resources フォルダーにあるアセットを読み込みます
Returns the asset at path
if it can be found otherwise returns null.
Only objects of type T
will be returned.
The path
is relative to any Resources folder inside the Assets folder of your project, extensions must be omitted.
Note: All asset names and paths in Unity use forward slashes, paths using backslashes will not work.