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This question was closed Oct 05, 2017 at 08:55 AM by NorthStar79 for the following reason:

The question is answered, right answer was accepted

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Question by NorthStar79 · Oct 05, 2017 at 08:35 AM · c#editorscriptableobjectresources

Unity Custom Inspector - Resources.LoadAll() returns 0 element.

Hello All. I am trying to create an editor tool for easy development for my (kind of) survey about UserExperience about the game. i have a nested structured survey and i want to create an editor tool for managing it.

All my Questions and Selectable Answers are stored as scriptableObject asset in Resources folder.

but when i try to load them from resources it returns "0" element. Here is my code's related part about getting them. can you tell me what i am doing wrong ?

 private QuestionScriptableObj[] AllQuestions;
 private AnswerScripableObj[] AllAnswers;

 private void OnEnable()
 {
     Debug.Log("Entered");
     AllQuestions =  Resources.LoadAll<QuestionScriptableObj>("Assets/Resources/QuestionAnswer/Questions");
     AllAnswers = Resources.LoadAll<AnswerScripableObj>("Assets/Resources/QuestionAnswer/Answers");
 
     Debug.Log( "AllQuestions " +  AllQuestions .Length);
     Debug.Log( "AllAnswers " +  AllAnswers .Length);
 
     var dene = Resources.LoadAll("Assets/Resources/QuestionAnswer/Questions");
     Debug.Log("dene " + dene.Length);
 }

All of my debugs Returns "0" .

Note: There are lots of relevant assets in that folders.

EDIT : Check Comments "Answer" is there.

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Best Answer

Answer by Dragate · Oct 05, 2017 at 08:49 AM

I think Resources.LoadAll looks directly in Resources Folder. I don't think Asset/Resources/ is needed. For example, instead of

 Resources.LoadAll<QuestionScriptableObj>("Assets/Resources/QuestionAnswer/Questions");

do

 Resources.LoadAll<QuestionScriptableObj>("QuestionAnswer/Questions");

I'm not sure either, just a suggestion.

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avatar image NorthStar79 · Oct 05, 2017 at 08:54 AM 0
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Worked :) Thanks :)

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