


How Do I Access Resources from the Resources Folder in a Unity HoloLens Application?
Accessing Resources in Unity HoloLens Applications
Efficiently managing resources within your Unity HoloLens application is critical. This guide addresses common issues encountered when accessing assets from the Resources
folder during HoloLens deployment.
Challenge: Directly accessing resources in a HoloLens build often produces unexpected errors.
Solution: The recommended approach is to utilize Resources.Load()
. Avoid methods like StreamReader
or File
for HoloLens resource access. Follow these best practices:
-
Accurate Path Specification: Use a path relative to any
Resources
folder within yourAssets
folder. Do not include the file extension. -
Forward Slash Consistency: Employ forward slashes (
/
) in your paths; backslashes will fail. -
Precise Type Definition: Explicitly specify the resource type using
typeof(Type)
. For example, usetypeof(AudioClip)
for sound files.
Supported Resource Types:
The Resources
folder supports a variety of asset types:
-
Text Files:
TextAsset
-
Audio Files:
AudioClip
-
Images:
Texture2D
-
Sprites (Single):
Sprite
-
Sprites (Multiple):
Sprite[]
-
Video Files:
VideoClip
-
Prefabs:
GameObject
-
3D Meshes:
Mesh
Text File Access Example:
TextAsset txtAsset = (TextAsset)Resources.Load("textfile", typeof(TextAsset)); string textFileContent = txtAsset.text;
Important Considerations:
- Asynchronous Loading: For improved performance and user experience, consider asynchronous resource loading to track progress.
-
Subfolders: Access resources in subfolders within the
Resources
folder using forward slashes to delineate directory levels.
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