Therefore, do not go overboard on adding assets to this folderĪssets that are loaded using Resources.Load or Resources.LoadAll can be unloaded in the future by using Resources.UnloadUnusedAssets or Resources. The issue is that after it has been compiled, it will no longer read from this list unless I store the text file as a textasset. When you drop a text file into your Project Folder, it will be converted to a Text Asset. Essentially I have a streamreader that reads a text file line by line to populate a list. HOWEVER this DOES NOT apply to any asset inside the Resources folder. Text Assets are a format for imported text files. used in a scene that's included in a build) is excluded from a build. Unity is smart when it comes to including assets into your build. Var audioSource = gameObject.AddComponent() Var soundClip = Resources.Load("Sounds/" + file)
#UNITY LOAD ATEXT ASSET PRO#
You must select a font from which to generate a Text Mesh Pro font asset. Loop over the array, attach an Audio source for each sound clip and assign the a TTF file to a Unity project, Unity will import it as a font asset. I need Unity to interpret my file as a text file, and load it as a TextAsset, despite its non-txt extension. Note that you do NOT need to specify file extensions while loading an asset public class ResourcesSample : MonoBehaviour I get a bunch of nulls back in the onLoadHandler Result array, because Unity does not see these files as TextAssets. This function takes a string parameter which allows you to specify the path of the file relative to the Resources folder. The primary way to load an asset from a Resources folder is to use the Resources.Load function. The contents of all 'Resources' folders are merged during compile time. The game is ready to build but the problem Im running into is that the text files I have in my TextFiles folder under Assests isnt loading.1 answer Top answer: Regarding generating builds to include the text files I think this will work:You need to create a special folder called StreamingAssets in the.
Custom MonoBehaviour types also are Unity Assets Explorer. The 'Resources' folder can reside anywhere inside your Assets folder, and you can have multiple folders named Resources. This file contains bidirectional Unicode text that may be interpreted or compiled differently. The 'Resources' folder is one of only TWO ways of loading assets at runtime in Unity (The other being AssetBundles (Unity Docs) One of these folders is called 'Resources' As a TextAsset the file can be included when you build your AssetBundle. Unity has a few 'specially named' folders that allows for a variety of uses. Unity will treat this file as a TextAsset.