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Question by Thibdumont · Mar 15, 2015 at 07:20 PM · assetresourcesassemblydirectory

Loading directories and custom files

Hi,

I have an issue when building my game for Windows/Android (and all other platforms i would assume) but it works fine in the editor.

All i want is to read all directories (world1, world2, etc) that are in a specific folder (levels), and then, read all my custom files (lvl1.lvl, lvl2.lvl, etc, they are text files) that are in these directories.

Here is a code sample i wrote to find my "worlds" :

 string LEVEL_PATH = Application.dataPath + Path.AltDirectorySeparatorChar + "Resources" + Path.AltDirectorySeparatorChar + "Levels";
 
 foreach (string worldDir in Directory.GetDirectories(LEVEL_PATH)) {
             World world = new World(worldDir);
             world.LoadLevels();            
             worlds.Add(world);
         }

It does work fine in the Editor. But when i build and run the game, it doesn't because my "levels" folder is not present in the projectname_Data/Resources of my build. Therefore, i get an exception on run telling me it can't find the Directory.

So my question is, how can i tell Unity to export those files in the build package ?

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Answer by Graham-Dunnett · Mar 15, 2015 at 07:21 PM

If your files are inside the Resources folder, then they will be added into Resources on build. You can then load them using the Resources.Load() API, see:

http://docs.unity3d.com/ScriptReference/Resources.html

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avatar image Thibdumont · Mar 15, 2015 at 11:17 PM 0
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Well, i put my diretory in Resources because i wanted to try out with this API. But before, it was in Assets and i had the same issue. With Resources API, i didn't find out how to read my directories one at a time, without knowing their name.

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