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Question by kurai · Aug 13, 2013 at 08:37 AM · transformassetresources

Can't load prefabs from resources into an array

I'm making a game with very small levels (think Wario Ware Style). I decided that every microlevel should be a prefab. So I'm going to put all the level prefabs into a Levels directory inside my Resources folder. Then I'm planning to load all the levels into an array, shuffle it with a simple algorithm and then spawn one of them at a time. (I've got an external manager calling the spawn function when needed). Problem is, it seems not to load my levels at all. Is there something wrong in what I'm doing? And plus, is this a good approach? Thank you!

     private Transform _currentLevel;
     private Transform _player;
     private Transform[] _levels;
     private int _levelIndex;
     
     // Use this for initialization
     void Start () {
         _player = GameObject.FindGameObjectWithTag("Player").transform;
         //load all levels from resources
         _levels = Resources.LoadAll("Levels") as Transform[];
         _levelIndex=0;
     }
     
     public void SpawnLevel ()
     {
         if (_levelIndex==_levels.Length-1)
         {
             _levelIndex=0;
             MixLevels ();
         }
         
         _currentLevel=Instantiate(_levels[_levelIndex],transform.position,Quaternion.identity) as Transform;
         _currentLevel.parent=this.transform;
         _player.position=new Vector3(0,1,0);
         _player.gameObject.SetActive(true);
         
         _levelIndex++;
     }
     
     public void DestroyLevel ()
     {
         _player.gameObject.SetActive(false);
         if (_currentLevel) Destroy(_currentLevel.gameObject);
     }
     
     public void MixLevels()
     {
         //apply a Fisher-Yates algorithm to create a new level pool
         for (int i = _levels.Length-1; i>0; i--)
         {
             var r = Random.Range(0,i);
             var tmp = _levels[i];
             _levels[i]=_levels[r];
             _levels[r]=tmp;
         }
     }
 }
 
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avatar image Joyrider · Aug 13, 2013 at 08:45 AM 0
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Your array stays empty?

avatar image kurai · Aug 13, 2013 at 08:49 AM 0
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Looks like that. For example, if I do a Debug.Log(_levels[0].name); I get a NullReferenceException error. If I do a Debug.Log(_levels) I get a Null. The array looks empty to me :/

avatar image vexe · Aug 13, 2013 at 09:26 AM 0
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So obviously you're not getting anything back from Resource.LoadAll, have you tried loading each level individually in a loop? levels[i] = Resource.Load("Level" + i) as Transform;

I wouldn't go for this approach, why loading everything all at once and then use whenever you need? - just load whenever you need, I would use a yield return 'level_I_need' for that.

avatar image kurai · Aug 13, 2013 at 09:32 AM 0
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The problem with loading just one level at a time is that way I have to know exactly how many microlevels are in the game. What I need is something that could adapt if I decide to add new levels. By loading all of them I'm sure I always get the array with the right dimension.

Actually, the idea of loading everything from resources was just to let me add new levels as I'm working, without having to resize arrays or add them manually to a list everytime I create a new one :)

BTW what exactly do you mean to use a yield for that? I'm confused, can you elaborate? Thanks!

avatar image Joyrider · Aug 13, 2013 at 09:40 AM 0
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And if you try the load without casting to Transform[]? and save them in an Object[] array? Does it still stay empty?

avatar image vexe · Aug 13, 2013 at 09:45 AM 0
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I sometimes have situations like this where I need to load a lot of stuff from memory, ins$$anonymous$$d of loading everything once I load it one by one. If you're familiar with C#, what's the dif between Directory.GetFiles and Directory.EnumerateFiles? - The first returns ALL the files in the directory in an array, and then you do whatever you want with them. The second returns a file at a time, this is better because, what if you wanna break after you find the file you're looking for? doing it the first way, you've loaded files that you don't need.

Using this philosophy, actually you might not need a yield. In your case, what you could do is something like this: Level GetNextLevel() { if (levels[currentLevelIndex] == null) Resource.Load("Level" + currentLevelIndex); return _levels[currentLevelIndex]; }

That way, if you need only to shuffle the first 'n' levels, you don't need to load everything.

Btw, did you get the levels loaded successfully?

avatar image kurai · Aug 13, 2013 at 10:02 AM 0
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Thank you vexe. I guess I'm not that familiar with C#, I don't really understand what Directory.EnumerateFiles is. So, I'm a bit confused, I'm afraid. Anyway, I managed to load all the levels, the transform casting was the problem. But I'm really interested in your approach!

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Answer by Joyrider · Aug 13, 2013 at 09:43 AM

This should work :

Object[] _levelObj = Resources.LoadAll("Levels", typeof(Object));

my guess is, Unity doesn't like your array casting as Transform[]

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avatar image kurai · Aug 13, 2013 at 09:58 AM 0
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Oh, it seems the casting was the problem. Now it works (almost) perfectly. I've still got a problem with the instantiate part, it correctly spawns the level, but somewhat it cannot parent it to my gameobject (it throws the same Nullreference Exception). Let's see if I can solve this.

avatar image vexe · Aug 13, 2013 at 10:20 AM 0
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'what' is null? this.transform?

avatar image vexe · Aug 13, 2013 at 10:23 AM 1
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After you loaded your levels as objects, did you convert each one again to 'Transform'?

avatar image kurai · Aug 13, 2013 at 10:40 AM 0
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Solved, still a transform casting problem. I casted to a GameObject ins$$anonymous$$d and everything works now, thanks!

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