Version: 2017.2

Resources

class in UnityEngine

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Descripción

La clase Resources le permite a usted encontrar y acceder objetos incluyendo assets.

En el editor, Resources.FindObjectsOfTypeAll se puede utilizar para ubicar assets y objetos de escena.

All assets that are in a folder named "Resources" anywhere in the Assets folder can be accessed via the Resources.Load functions. Multiple "Resources" folders may exist and when loading objects each will be examined.

In Unity you usually don't use path names to access assets, instead you expose a reference to an asset by declaring a member-variable, and then assign it in the inspector. When using this technique Unity can automatically calculate which assets are used when building a player. This radically minimizes the size of your players to the assets that you actually use in the built game. When you place assets in "Resources" folders this can not be done, thus all assets in the "Resources" folders will be included in a build.

Another disadvantage of using path names is that it leads to less reusable code since scripts will have specific hard coded requirements on where the used assets are placed. On the other hand using references that are exposed in the inspector are self-documenting and immediately obvious to the user of your script.

However there are situations where it is more convenient to fetch an asset by its name instead of linking to it in the inspector. Essentially whenever it is inconvenient to assign the reference to the object in the inspector. For example you might want to create a game object procedurally from a script and for example assign a texture to a procedurally generated mesh.

Algunos assets cargados, en su mayoría texturas, pueden utilizar memoria incluso cuando no exista instancia en la escena. Para reclamar esta memoria cuando el asset ya no se necesita, usted puede utilizar Resources.UnloadUnusedAssets.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Start() { GameObject go = GameObject.CreatePrimitive(PrimitiveType.Plane); Renderer rend = go.GetComponent<Renderer>(); rend.material.mainTexture = Resources.Load("glass") as Texture; } }

Funciones Estáticas

FindObjectsOfTypeAllDevuelve una lista de todos los objetos de tipo type.
LoadCarga un asset almacenado en path en una carpeta Resources.
LoadAllCarga todos los assets en una carpeta o archivo en path en una carpeta Resources.
LoadAsyncAsincronamente carga un asset almacenado en path en una carpeta Resources.
UnloadAssetDes-carga assetToUnload de la memoria.
UnloadUnusedAssetsDescargar assets que no se usan.