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1
Question by Aggressor · Jul 19, 2015 at 05:59 PM · editor-scriptingresources.loadall

Resources.LoadAll Failing When Not Generic Object Class

I have some editor scripts where I am loading all assets at a path. So I am running this code not during play mode.

The following code works:

 public void LoadAllCards()
 {
     Object[] assets = Resources.LoadAll("ScriptableObjects/Cards", typeof(Object)) as Object[];
     Debug.Log(assets);
     foreach (Object card in assets)
     {
         Debug.Log(card);
     }
 }


The following code does NOT work. assets is NULL always in this case. M_Card is just a ScriptableObject.

 public void LoadAllCards()
 {
     cards = new List<M_Card>();
     M_Card[] assets = Resources.LoadAll("ScriptableObjects/Cards", typeof(M_Card)) as M_Card[];
     Debug.Log(assets);
     foreach (M_Card card in assets)
     {
         Debug.Log(card);
     }
 }



Do you know why Resources.LoadAll is working just fine if I use generic objects (and when I later cast it to M_Card, it works just fine), but is not working when I specify a specific class (like ScriptableObject or M_Card)?

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Answer by Goa · Mar 23, 2016 at 01:59 PM

Try:

   M_Card[] assets = Resources.LoadAll<M_Card>("ScriptableObjects/Cards");


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avatar image FromLions · Jun 07, 2016 at 12:12 AM 0
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this worked for me perfectly, thanks

avatar image Caffeen · Apr 14, 2017 at 11:36 PM 0
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Been looking everywhere for this answer! Thanks!

avatar image JustStopAndThink · Nov 01, 2019 at 07:08 AM 0
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Years later, this is still relevant. Thank you.

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