이 섹션에서는 패키지 내에서 정의된 에셋에 액세스하거나 참조하는 방법을 설명합니다.
참고: 패키지 관리자는 패키지의 스트리밍 에셋을 지원하지 않습니다. 대신 어드레서블 패키지를 사용하십시오.
패키지 내에서 정의된 에셋을 참조하려면 다음의 경로 체계를 사용하십시오.
"Packages/<package-name>/..."
패키지 내 에셋의 경로는 Packages/
와 패키지 이름(표시 이름은 아님)으로 시작합니다.
반면에 프로젝트 에셋에 액세스할 때는 다음 체계를 사용하십시오.
"Assets/..."
예를 들어 com.unity.images-library 패키지에 있는 /Example/Images
패키지 하위 폴더의 image.png 파일에 대한 경로는 다음과 같습니다.
"Packages/com.unity.images-library/Example/Images/image.png"
패키지 내에 저장된 텍스처를 로드하려면 using UnityEditor
지시문이 필요한 LoadAssetAtPath 메서드를 사용하십시오.다음 예시와 같이 Packages/<package-name>/
경로 체계에 따라 경로를 지정하십시오.
using UnityEditor;
// ...
Texture2D texture = (Texture2D)AssetDatabase.LoadAssetAtPath("Packages/com.unity.images-library/Example/Images/image.png", typeof(Texture2D));
패키징된 에셋의 절대 경로를 가져오려면 using System.IO
지시문이 필요한 Path.GetFullPath() 메서드를 사용하십시오.예시:
using System.IO;
// ...
string absolute = Path.GetFullPath("Packages/com.unity.images-library/Example/Images/image.png");
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