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Closepath | Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. |
systemTypeInstance | Type filter for objects returned. |
Loads all assets in a folder or file at path
in a Resources folder.
If path
refers to a folder, all assets in the folder will be returned.
If path
refers to a file, only that asset will be returned.
The path
is relative to any Resources folder inside the Assets folder of your project.
Note: All asset names and paths in Unity use forward slashes. Paths using backslashes will not work.
// Loads all assets in the "Resources/Textures" folder // Then picks a random one from the list. // Note: Random.Range in this case returns [low,high) // range, i.e. the high value is not included in the range. using UnityEngine;
public class ExampleClass : MonoBehaviour { private Object[] textures; private GameObject go;
void Start() { textures = Resources.LoadAll("Textures", typeof(Texture2D));
foreach (var t in textures) { Debug.Log(t.name); }
go = GameObject.CreatePrimitive(PrimitiveType.Cube); }
void OnGUI() { if (GUI.Button(new Rect(10, 70, 150, 30), "Change texture")) { // change texture on cube Texture2D texture = (Texture2D)textures[Random.Range(0, textures.Length)]; go.GetComponent<Renderer>().material.mainTexture = texture; } } }
path | Pathname of the target folder. When using the empty string (i.e., ""), the function will load the entire contents of the Resources folder. |
Loads all assets in a folder or file at path
in a Resources folder.
If path
refers to a folder, all assets in the folder will be returned.
If path
refers to a file, only that asset will be returned.
Only objects of type T
will be returned.
The path
is relative to any Resources folder inside the Assets folder of your project.
The script example below shows how LoadAll can be used with Linq.
// Loads all assets in the "Resources/Textures" folder // using Linq. using UnityEngine; using System.Linq;
public class ExampleClass : MonoBehaviour { void Start() { var textures = Resources.LoadAll("Textures", typeof(Texture2D)).Cast<Texture2D>().ToArray(); foreach (var t in textures) Debug.Log(t.name); } }