Load
Loads an asset stored at path in a Resources folder using an optional systemTypeInstance filter.
Read time 5 minutesLast updated 6 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
Load(string)
Loads an asset stored at in a Resources folder using an optional filter.
pathsystemTypeInstancepublic static Object Load(string path)
Parameters
Path to the target resource to load.
Returns
Type | Description |
|---|---|
| Object | The requested asset returned as an Object. |
Remarks
Loads the asset of the requested type stored at in a Resources folder.
pathThis method returns the asset at if it can be found, otherwise it returns null.
pathNote that the is case insensitive and must not contain a file extension. All asset names and paths in Unity use forward slashes, so using backslashes in the will not work.
pathpathThe is relative to any folder named inside the Assets folder of your project. More than one Resources folder can be used. If you have multiple Resources folders you cannot duplicate the use of an asset name.
pathResourcesFor example, a project may have Resources folders called and . The path does not need to include and in the string, for example loading a GameObject at would only require as the . Also, if exists it can be loaded using as the string.
Assets / Resources/Assets / Guns / Resources/AssetsResourcesAssets / Guns / Resources / Shotgun.prefabShotgunpathAssets / Resources / Guns / Missiles / PlasmaGun.prefabGuns / Missiles / PlasmaGunpathIf you have multiple Resources folders you cannot duplicate the use of an asset name.
If you have multiple assets of different types with the same name, and you don't specify the type, then the object that Unity returns is non-deterministic because the potential candidates are not ordered in any particular way. Instead, use to specify the required asset.
Resources.Load<T>(path)This method returns the asset at if it can be found and if its type matches the optional parameter, otherwise it returns null.
pathsystemTypeInstanceYou may need to cast the returned object to the actual associated C# type of the asset in order to access its methods and properties, or use it with other Unity APIs.
Examples
// Loading assets from the Resources folder using the Resources.Load(path)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; }}
// Loading assets from the Resources folder using the Resources.Load(path, systemTypeInstance)using UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ // Instantiates a Prefab named "enemy" located in any Resources folder in your project's Assets folder. void Start() { GameObject instance = Instantiate(Resources.Load("enemy", typeof(GameObject))) as GameObject; }}
Load<T>(string)
Loads the asset of the requested type stored at in a Resources folder using a generic parameter type filter of type .
pathTpublic static T Load<T>(string path) where T : Object
Parameters
Path to the target resource to load.
Returns
Type | Description |
|---|---|
| T | An object of the requested generic parameter type. |
Remarks
This method returns the asset at if it can be found and if its type matches the requested generic parameter type, otherwise it returns null. You can use this overload to reduce type conversion in your code by providing a generic type parameter. This allows Unity to perform the C# type conversion for you.
pathExamples
// Loading assets from the Resources folder using the generic Resources.Load<T>(path) methodusing 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"); }}
Load(string, Type)
Loads an asset stored at in a Resources folder using an optional filter.
pathsystemTypeInstancepublic static Object Load(string path, Type systemTypeInstance)
Parameters
Returns
Type | Description |
|---|---|
| Object | The requested asset returned as an Object. |
Remarks
This method returns the asset at if it can be found and if its type matches the optional parameter, otherwise it returns null.
pathsystemTypeInstanceYou may need to cast the returned object to the actual associated C# type of the asset in order to access its methods and properties, or use it with other Unity APIs.
Examples
// Loading assets from the Resources folder using the Resources.Load(path)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; }}
// Loading assets from the Resources folder using the Resources.Load(path, systemTypeInstance)using UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ // Instantiates a Prefab named "enemy" located in any Resources folder in your project's Assets folder. void Start() { GameObject instance = Instantiate(Resources.Load("enemy", typeof(GameObject))) as GameObject; }}