#Resources.Load

1 messages · Page 1 of 1 (latest)

warm cape
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Post your code and we can take a look at it. That should definitely work

gilded snow
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Ill send you that in a couple of hours

gilded snow
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so : here is the code

public void SpawnWeapon(NetworkVariable<int> weaponSpawn)
    {   
        weapon = Resources.Load<SO_Weapons>("Assets/Resources/ScriptableObject/Player/Weapons/W_" + weaponSpawn.Value + ".asset");
        //weapon = AssetDatabase.LoadAssetAtPath<SO_Weapons>("Assets/Resources/ScriptableObject/Player/Weapons/W_" + weaponSpawn.Value + ".asset");
        PlayerController playerController = GetComponent<PlayerController>();
        if (Resources.Load<SO_Weapons>("Assets/Resources/ScriptableObject/Player/Weapons/W_0.asset") == null) playerController.playerWeapon.text = "No weapon";
        if (weaponSpawner.transform.childCount > 0) Destroy(weaponSpawner.transform.GetChild(0).gameObject);
        Instantiate(weapon.weaponPrefab, weaponSpawner.transform.position, new Quaternion(0, 0, 0, 0), weaponSpawner.transform);
    }```

here is mu file path : "Assets/Resources/ScriptableObject/Player/Weapons/W_0.asset"
warm cape
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Take out the "Assets/Resources/" in the path there. It should start with ScriptableObject

gilded snow
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well still not having it loaded

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public void SpawnWeapon(NetworkVariable<int> weaponSpawn)
    {   
        weapon = Resources.Load<SO_Weapons>("ScriptableObject/Player/Weapons/W_0.asset");
        //weapon = AssetDatabase.LoadAssetAtPath<SO_Weapons>("Assets/Resources/ScriptableObject/Player/Weapons/W_" + weaponSpawn.Value + ".asset");
        PlayerController playerController = GetComponent<PlayerController>();
        if (Resources.Load<SO_Weapons>("ScriptableObject/Player/Weapons/W_0.asset") == null) playerController.playerWeapon.text = "No weapon";
        if (weaponSpawner.transform.childCount > 0) Destroy(weaponSpawner.transform.GetChild(0).gameObject);
        Instantiate(weapon.weaponPrefab, weaponSpawner.transform.position, new Quaternion(0, 0, 0, 0), weaponSpawner.transform);
    }
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i removed the asset/resources but when i'm at my if Resources.Load... == Null i still gave no weapon

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i'm trying if i put the asset directly in the resources folder and not in a subfolder

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well still not working

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is it due to my scriptableobject ?

gilded snow
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well @warm cape you should know that unity makes magic some times

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it now works...