Resources
static class in UnityEngine · UnityEngine.CoreModule
Assets by path from "Resources" folders, as in Unity: the path is relative to a Resources folder, without extension. Models (.fbx, .glb, .gltf, .obj) load as prefab GameObjects, images as Texture2D, text files as TextAsset. Loading the same path again returns the same asset.
Resources folders come from the host (the scene's asset folder and the conformance suite) until project import exists; TASSIX_RESOURCE_ROOTS adds more (separated by ';').
LoadAsync completes on a later frame; models load on a background thread meanwhile (through the cooked asset cache), other assets when the request completes. Reading a request's asset early finishes it.
Methods 7
static Object[] FindObjectsOfTypeAll(Type type)static T[] FindObjectsOfTypeAll<T>()Every loaded object of the type, wherever it is: in scenes (active or not), prefabs and other assets, made at run time.
static T? GetBuiltinResource<T>(string path)static Object? GetBuiltinResource(Type type, string path)Unity's built-in resources: the legacy font ("LegacyRuntime.ttf", or "Arial.ttf" from older versions) and the UI skin's sprites.
static Object? Load(string path)static T? Load<T>(string path)static Object? Load(string path, Type systemTypeInstance)static Object[] LoadAll(string path)static Object[] LoadAll(string path, Type systemTypeInstance)static T[] LoadAll<T>(string path)static ResourceRequest LoadAsync(string path)static ResourceRequest LoadAsync<T>(string path)static ResourceRequest LoadAsync(string path, Type type)static void UnloadAsset(Object assetToUnload)static AsyncOperation UnloadUnusedAssets()Forgets cached loads whose assets were destroyed.
Not in Tassix yet 6
(constructor) EntityIdIsValid EntityIdToObject EntityIdsToObjectList EntityIdsToValidArray InstanceIDsToValidArray
Checked against Unity
Conformance scenarios that exercise it, recorded in Unity and compared event by event.