This section explains how to access or refer to assets that are defined inside a package:
Note: Package Manager doesn’t support streaming assets in packages. Use the Addressables package instead.
To refer to assets that are defined inside a package, use this path scheme:
"Packages/<package-name>/..."
The path of the asset inside a package begins with Packages/
and the package name (not the display name).
By contrast, you access project assets using this scheme:
"Assets/..."
For example, the path for the file image.png
in the package subfolder /Example/Images
of the com.unity.images-library package is:
"Packages/com.unity.images-library/Example/Images/image.png"
To get the absolute path of an item in your Packages
folder, you can use the partial path as a parameter to the Path.GetFullPath() method. For an example, refer to Resolving absolute paths.
To load a Texture stored inside a package, use the LoadAssetAtPath method, which requires the using UnityEditor
directive. Specify the path following the Packages/<package-name>/
path scheme as demonstrated in this example:
using UnityEditor;
// ...
Texture2D texture = (Texture2D)AssetDatabase.LoadAssetAtPath("Packages/com.unity.images-library/Example/Images/image.png", typeof(Texture2D));
To get the absolute path of a packaged asset, use the Path.GetFullPath() method, which requires the using System.IO
directive. For example:
using System.IO;
// ...
string absolute = Path.GetFullPath("Packages/com.unity.images-library/Example/Images/image.png");