path | Pathname of the target folder. |
T The requested asset returned as a Type.
Loads an asset stored at path
in a folder called Resources.
Returns the asset at path
if it can be found otherwise returns null.
Only an object of type T
will be returned.
The path
is relative to any folder named Resources
inside the Assets folder of your project.
More than one Resources folder can be used. For example, a project may have Resources
folders called Assets/Resources
and Assets/Guns/Resources
. String names that include
Assets
and Resources
are not needed. For example the loading of a GameObject at
Assets/Guns/Resources/Shotgun.prefab
does not use the folder names.
Also, if Assets/Resources/Guns/Missiles/PlasmaGun.prefab
exists it will
be loaded using Prefabs/Missiles/PlasmaGun
.
If you have multiple Resources folders you cannot duplicate use of
an asset name.
Note: Extensions must be omitted.
Note: All asset names and paths in Unity use forward slashes, paths using backslashes will not work.
// Load assets from the Resources folder. Ignore other named and typed assets. using UnityEngine;
public class ExampleClass : MonoBehaviour { void Start() { //Load a text file (Assets/Resources/Text/textFile01.txt) var textFile = Resources.Load<TextAsset>("Text/textFile01");
//Load text from a JSON file (Assets/Resources/Text/jsonFile01.json) var jsonTextFile = Resources.Load<TextAsset>("Text/jsonFile01"); //Then use JsonUtility.FromJson<T>() to deserialize jsonTextFile into an object
//Load a Texture (Assets/Resources/Textures/texture01.png) var texture = Resources.Load<Texture2D>("Textures/texture01");
//Load a Sprite (Assets/Resources/Sprites/sprite01.png) var sprite = Resources.Load<Sprite>("Sprites/sprite01");
//Load an AudioClip (Assets/Resources/Audio/audioClip01.mp3) var audioClip = Resources.Load<AudioClip>("Audio/audioClip01"); } }
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 |
Object The requested asset returned as an Object.
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
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 { // Assigns a texture named "Assets/Resources/glass" to a Plane. void Start() { GameObject go = GameObject.CreatePrimitive(PrimitiveType.Plane); var 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; } }