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Jun 9, 2016 at 9:38 vote accept Valamorde
May 30, 2016 at 8:53 history edited Valamorde CC BY-SA 3.0
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May 27, 2016 at 7:47 answer added Muhammad Faizan Khan timeline score: 1
May 27, 2016 at 6:21 comment added Valamorde @volvis It might be. The general idea is to make a system. A general template (ScriptableObjects) for all weapons and only one script in the scene that will load any one of the weapons.asset to the scene. From all the ideas I've had on how to make such a thing this was my best one.
May 27, 2016 at 5:34 comment added volvis I'm left wondering why do you want to attach assets during runtime and not in editor? Sounds a bit counter productive to be honest.
May 26, 2016 at 23:20 comment added Draco18s no longer trusts SE Resources.Load returns an Object by default. You just need to cast it, or use Resources.Load("") as [Whatever]. Mind, I don't know what Type "the entire contents" is returned as. Exercise for the reader.
May 26, 2016 at 20:49 comment added Valamorde @Draco18s Ok, subquestion though, with Resources.Load("") how could I ganerate a List<> or an Array[] of all the resources?
May 26, 2016 at 20:42 comment added Draco18s no longer trusts SE Yes. The "Resources" folder is sort of a "keyword" that tells the compiler "bundle this stuff, it's used by code." See the docs. Loading things, per my examples, would be Resources.Load("[object]") and Resources.Load("Scritable/[object]") respectively.
May 26, 2016 at 20:02 comment added Valamorde @Draco18s so as long as there is a folder named resources it will load the asset? When the game is built will it continue to work?
May 26, 2016 at 18:29 comment added Draco18s no longer trusts SE Resources.Load() is generally the way you get assets from the Project directory. Note that the object must be somewhere inside a folder called Resources. (Assets/Resources/[object] is fine, so is Assets/Objects/Resources/Scritable/[object])
May 26, 2016 at 18:21 history edited Valamorde CC BY-SA 3.0
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May 26, 2016 at 12:37 history reopened House
May 26, 2016 at 8:58 comment added Valamorde @Byte56 Can you revise your judgement of this "exact duplicate"?
May 26, 2016 at 7:16 comment added Uri Popov I dont think its a duplicate too. How do we unduplicate it ?
May 26, 2016 at 6:19 review Reopen votes
May 26, 2016 at 12:41
May 26, 2016 at 6:19 history edited Valamorde CC BY-SA 3.0
one small change to make the question even more clear
May 26, 2016 at 6:04 history edited Valamorde CC BY-SA 3.0
added 19 characters in body
May 26, 2016 at 6:03 comment added Valamorde @byte56 This question is definitely not a duplicate! The "duplicate" provided has nothing to do with my question. I asked about .Assets from the library and the "answer" was for GameObjects in the scene.
May 26, 2016 at 5:41 comment added volvis I don't see how this is a duplicate to one provided. GameObjects and ScriptableObjects are two different beasts.
May 25, 2016 at 21:53 history closed House Duplicate of Unity: How to get a GameObject programmatically?
May 25, 2016 at 21:49 history asked Valamorde CC BY-SA 3.0