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How to Access Resources in Unity for HoloLens Development?

Patricia Arquette
Release: 2025-01-28 19:01:11
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How to Access Resources in Unity for HoloLens Development?

When developing HoloLens applications in Unity, it is important to deal with resources such as text, images, and audio. Although these files can be accessed directly in the UNITY development environment, they need to use specific methods to access them in constructed HoloLens applications.

Use Resources.load to access resources

The main method of accessing resources in the built HoloLens app is to use the

method. This method allows loading resources without relying on

or Resources.Load classes. The following is the method of loading different types of resources: StreamReader File Text file:

Sound file:

<code class="language-csharp">TextAsset txtAsset = (TextAsset)Resources.Load("textfile", typeof(TextAsset));
string tileFile = txtAsset.text;</code>
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Image file:

<code class="language-csharp">AudioClip audio = Resources.Load("soundFile", typeof(AudioClip)) as AudioClip;</code>
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A single elf:

<code class="language-csharp">Texture2D texture = Resources.Load("textureFile", typeof(Texture2D)) as Texture2D;</code>
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Multiple elves:

Video file (unity & gt; = 5.6):
<code class="language-csharp">Sprite sprite = Resources.Load("spriteFile", typeof(Sprite)) as Sprite;</code>
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Game object prefabricated body:

<code class="language-csharp">Sprite[] sprites = Resources.LoadAll<Sprite>("spriteFile");</code>
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3D grid (FBX file):

<code class="language-csharp">VideoClip video = Resources.Load("videoFile", typeof(VideoClip)) as VideoClip;</code>
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Load 3D grid from the prefabricated body of the game:

<code class="language-csharp">GameObject prefab = Resources.Load("shipPrefab", typeof(GameObject)) as GameObject;</code>
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3D model (as a game object):

Resource path precautions
<code class="language-csharp">Mesh model = Resources.Load("yourModelFileName", typeof(Mesh)) as Mesh;</code>
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The resource path should be relative to the folder in the folder.

<code class="language-csharp">MeshFilter modelFromGameObject = Resources.Load("yourGameObject", typeof(MeshFilter)) as MeshFilter;
Mesh loadedMesh = modelFromGameObject.sharedMesh;</code>
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Do not include file extension names (.txt, .png, etc.) in the path parameter.

When specifying the path in the folder, use a positive slope (/) instead of the back slope ().

If you use a subfolder in a folder, use a positive slash to divide the subclase and file name.
<code class="language-csharp">GameObject loadedObj = Resources.Load("yourGameObject");
GameObject object1 = Instantiate(loadedObj);</code>
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asynchronous loading
    You can also use the method to load resources asynchronously. This allows you to show the loading progress bar or perform other tasks when loading resources.
  1. Assets .txt file loading example Resources
  2. The following is an example of the .txt file named "metadata.txt". This file is stored in the "Resources" subfolder:
  3. Please note that this example has simplified and avoided unnecessary Resources and string formatting. Use the relative path "Resources/Metadata.txt" to be more concise and efficient.

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