Loads the asset of the requested type stored at path
in a Resources folder.
This method returns the asset at path
if it can be found, otherwise it returns null.
Note that the path
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 path
will not work.
The path
is relative to any folder named Resources
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.
For example, a project may have Resources folders called Assets / Resources/
and Assets / Guns / Resources/
. The path does not need to include Assets
and Resources
in the string, for example loading a GameObject at Assets / Guns / Resources / Shotgun.prefab
would only require Shotgun
as the path
.
Also, if Assets / Resources / Guns / Missiles / PlasmaGun.prefab
exists it can be loaded using Guns / Missiles / PlasmaGun
as the path
string.
If 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 Resources.Load<T>(path)
to specify the required asset.
path | 要加载的目标资源的路径。 |
T An object of the requested generic parameter type.
Loads the asset of the requested type stored at path
in a Resources folder using a generic parameter type filter of type T
.
This method returns the asset at path
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.
// Loading assets from the Resources folder using the generic Resources.Load<T>(path) method using 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"); } }
path | 要加载的目标资源的路径。 |
systemTypeInstance | 返回的对象的类型筛选器。 |
Object 作为对象返回的请求资源。
Loads an asset stored at path
in a Resources folder using an optional systemTypeInstance
filter.
This method returns the asset at path
if it can be found and if its type matches the optional systemTypeInstance
parameter, otherwise it returns null.
You 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.
// 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; } }