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Question by FoolWhip · Jul 20, 2012 at 06:18 PM · c#arrayresourcesloadall

Using Resources.LoadAll with arrays

I seem to be having problems with loading a folder of images into an array. Here is the related code:

 using UnityEngine;
 using System.Collections;
 
 public class AnimateImageOnPlane : MonoBehaviour
 {
  
  private Object[] frames; 
  private float framesPerSecond = 30.0f;
  private Texture holder;
  
  void Start()
  {
  frames = Resources.LoadAll("Textures/Social", typeof(Texture));
  Debug.Log("Frame Length: " + frames.Length);
  }
  
  void Update () 
  {
  if(frames.Length > 0)
  {
      int index = (int)(Time.time * framesPerSecond);
  
      index = index % frames.Length;
  if(index < frames.Length)
  {
  holder = frames[index] as Texture;
      gameObject.renderer.materials[0].mainTexture = holder;
  }
  }
  }
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avatar image whydoidoit · Jul 20, 2012 at 06:19 PM 0
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What happens?

avatar image FoolWhip · Jul 20, 2012 at 06:26 PM 0
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/sigh

Sorry - First post, forgot to output error. Initial Error: array length of 0 every time.

Answer to that is:

I needed to change my folder Hierarchy in unity, ie: Assets/Resources/Textures/Social I had them in Assets/Textures/Social. The documentation seemed implicit on the directory structure.

avatar image whydoidoit · Jul 20, 2012 at 06:27 PM 0
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I converted your answer to a comment. On UA Answer means Solution and not Reply. There's a Add New Comment button hidden on the right of the screen. Also your comments do not need moderation.

avatar image whydoidoit · Jul 20, 2012 at 06:29 PM 0
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Everyone does that the first time.

avatar image FoolWhip · Jul 20, 2012 at 06:29 PM 0
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Ah - Thank you. I was confused (and slightly frustrated) by the moderation on comment.

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Answer by whydoidoit · Jul 20, 2012 at 06:29 PM

I t$$anonymous$$nk your problem is that you need to specify the type as Texture2D rather than texture.

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avatar image whydoidoit · Jul 20, 2012 at 06:32 PM 0
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By the way you could auto cast the returned array:

  using System.Linq;
   ...

   Texture2D myArray = Resources.LoadAll("some path", typeof(Texture2D)).Cast<Texture2D>().ToArray();

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