Version: 2023.1
LanguageEnglish
  • C#

Resources.Load

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

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.


Declaration

public static T Load(string path);

Parameters

path Path to the target resource to load.

Returns

T An object of the requested generic parameter type.

Description

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"); } }

Declaration

public static Object Load(string path);

Declaration

public static Object Load(string path, Type systemTypeInstance);

Parameters

path Path to the target resource to load.
systemTypeInstance Type filter for objects returned.

Returns

Object The requested asset returned as an Object.

Description

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; } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961