我正在尝试使用Resource.Load
加载Texture2D
(。png)资源。我试过跟踪路径模式:
Assets/CaseSensitivePath/TextureName
CaseSensitivePath/TextureName
Assets/CaseSensitivePath/TextureName.png
CaseSensitivePath/TextureName.png
每次Resource.Load(path, typeof(Texture2D))
都返回null。这是我的代码和错误处理:
public class LazyResource<T> where T : UnityEngine.Object
{
//Path is read-only
public string path { get { return _path; } }
private string _path = "";
//Whether NOT FOUND warning was thrown
//in that case, further load attemts are ommited and the resource returns always null...
public bool failed = false;
//Constructor uses the path as first parameter
public LazyResource(string path) {
_path = path;
}
//Cached resource
private T cache = null;
public T res
{
get
{
//Does not re-try if it failed before
if (cache == null && !failed)
{
//Load the proper type of resource
cache = (T)Resources.Load(_path, typeof(T));
//Throw warning (once)
if (cache == null)
{
Debug.LogWarning("Icon not found at '" + _path + "'!");
failed = true;
}
}
//Can return null
return cache;
}
}
}
错误:
Icon not found at 'Textures/GUI/Build/egg'!
UnityEngine.Debug:LogWarning(Object)
LazyResource`1:get_res() (at Assets/WorldObject/LazyResource.cs:28)
Actions.Action:GetMenuIcon() (at Assets/WorldObject/Action.cs:203)
HUD:DrawActions(Action[]) (at Assets/Player/HUD/HUD.cs:115)
HUD:DrawOrdersBar() (at Assets/Player/HUD/HUD.cs:85)
HUD:OnGUI() (at Assets/Player/HUD/HUD.cs:63)
在Unity3D项目中加载纹理的正确路径是什么?
答案 0 :(得分:4)
您不一定需要路径。您只需输入
即可Resources.Load<Texture2D>("TextureName");
如果TextureName
位于文件夹中,则输入:
Resources.Load<Texture2D>("MyFolder/TextureName");
如果您想使用Resources.Load
,则需要将资源放在资源文件夹中。这就是它在编辑器中的样子。